Well, Here I Am. And I'm Not Leaving
A History of the Roleplaying Game Industry Through One Designer's Eyes, Part 2
0It was the very last day
of my summer internship at ICE, and my boss, Coleman, called me into his office.
By that time, I was pretty sure I knew what this was going to be about. There
had been hints from a few people over the previous week or so, and Coleman had
asked me a few questions about what my plans were for the fall and my living
arrangements and whatnot.
So when he offered me a
full-time position, it wasn't a complete surprise, but it was a moment of real
joy. I had had very little idea what I was going to do with my life after the
internship was done if I didn't get a full-time job at Iron Crown, so
my whole approach had been to make myself as indispensable as I could all summer
long. I guess it worked.
Plus, the position was an
even better one than I'd hoped for. I was going to be the series editor for
Rolemaster. Rolemaster was my game of choice at the time, and
had been throughout the preceding four years. "Series Editor" -- or,
as it was also called, "Line Editor" -- meant that basically I was
in charge of the Rolemaster line of products, which was in full swing
at the time. The Rolemaster Companion books were some of ICE's top sellers,
and so we were going to continue putting out one of those a year plus other
books: NPCs, themed "companions," and so forth. I loved it all because
it was about tinkering with the rules and adding new options. It was a real
open door of creativity at the time, with an audience very receptive to new
ideas and a product line geared to serving them up.
The Harsh
Realities
So then, I was a bit disappointed
when I really started in on the job and found that not everyone in the office
shared my love of new ideas. Oh, I don't mean they opposed new ideas, they had
just become jaded after years in the industry. And I can understand that. Still,
it was more than a little disheartening. I'd get a proposal in from an author
(the vast majority of what ICE published was written by freelancers) and be
excited about it, or come up with my own idea that I'd be excited about, and
it was impossible to share that excitement with anyone else in the office.
While folks around the office
were always telling stories about games run in the past, there were basically
no active Rolemaster campaigns going on at this time. So I started one,
but it soon folded, mainly because I was discouraged by the players' "been
there, done that," attitude.
The other harsh reality
that I had to face was ICE's poor financial situation. Now, I knew things were
a bit dodgy -- they had been throughout the summer I was there. But everything
came crashing down that fall, when things went from bad to worse. A number of
people were laid off. The office space was cut in about half to save money on
rent. Those of us in the office had to go work in the warehouse now and again
when they were understaffed.
The only reason that I,
as the newest guy there, got to keep my job was likely because I was the lowest
paid person on staff. Even then, paychecks were frequently delayed (and sometimes
missed altogether). And my job duties expanded. I became the Series Editor for
the Hero Games line, too, so I would spend about half my time on each game's
products.
ICE had gained the license
to do Hero Games a few years earlier when the owners of Hero Games determined
that they couldn't really make a go of it anymore, despite their games' popularity.
ICE had good distribution and good printer relationships, so it seemed like
a fairly good fit. Although there were various aspects to the Hero line -- Fantasy
Hero, Star Hero, etc. -- the flagship of the line was Champions,
the super hero game. I'd played Champions before and liked it, but giving
me the whole line to manage was a lot to take on at once. In retrospect, too
much. But I was overconfident in my abilities at the time and thought I could
handle anything (and would have been afraid to complain anyway).
Now, I said it seemed like
a fairly good fit, but of course it really wasn't. There was virtually no crossover
between the Rolemaster/MERP audience and the Champions audience.
ICE tried to do products that had stats for both lines in them, and that only
made both audiences unhappy. The ICE office was made up of the old guard, who
were all Rolemaster people, and the more recent hires (other than me),
who were there because they loved Hero. It was a red state/blue state style
dichotomy and suddenly I was put in the position of being both the "Rolemaster
guy" and the "Champions guy." I would literally be on
the phone listening to some Champions author ridiculing Rolemaster
one minute, and then find myself in a conversation with someone on staff bashing
Hero. Or vice versa. The audiences were so disparate, in fact, that very few
people -- fans and authors alike -- knew that I ran both lines; neither group
looked at the other's products.
My work suffered. Things
at ICE got financially worse and worse.
The Up
Side
But still, you know, I was
working on games. I was a part of the game industry. I was the guiding hand
of the game that had provided me with lots of fun for years. That kind of thing
counts for something -- in fact, it counts for a lot. Despite it all, it was
still an exciting time for me.
Plus, I made a lot of great
friends. Rob Bell, Kevin Barrett, and Coleman Charlton were fun to work alongside,
and I stayed friends with Rob even after he left (in my role as Hero Series
Editor, I had "taken his place," but as game industry luminaries like
Allen Varney would often remind me, I in no way took his place). In fact, I'm
still occasionally in touch with Rob and Kevin today.
Rob taught me the important
lesson that RPG supplements aren't created for great GMs, because great GMs
don't need them. (Not that great GMs don't use them, they don't need
them. So you can't assume that the audience is great GMs. Assume that the audience
is made of average GMs.) Kevin and Coleman taught me that in the game industry,
despite the way it appeared from the consumer level, there wasn't a lot of actual
competition. TSR and D&D certainly weren't the competition. In the late
80s/early 90s, ICE and other "second-tier" companies like GDW, Steve
Jackson, and West End fed off the scraps that TSR left behind, and were happy
to do so. Almost without exception, every member of our various audiences was
a former D&D player. That person left D&D looking for something simpler,
something more complicated, or something different, and all the second tier
companies offered the customer their various options. But the options were really
so different that these game companies didn't have to fight over customers that
much. Just as the Rolemaster and Hero audiences didn't have much overlap,
neither did the GURPs, the Twilight 2000, or the Star Wars
audiences. In other words, Rolemaster didn't really lose sales to Cyberpunk
or Twilight 2000, because the people who played those games wouldn't
have played Rolemaster, no matter what. And vice versa. Plus, D&D
was just in another league.
(I'm oversimplifying and
generalizing, of course. There were people who played many different game systems.
But such people usually buy enough games that they bought everything that appealed
to them, so that's not really a competitive situation either. It's not like
Honda versus Toyota, where each car sold is one less car a competitor will sell.)
The Early 1990s
As every codger says, things
were different back then. But they really were. This was before collectible
card games existed. Before EverQuest or Warcraft. The "game
industry" really meant "roleplaying game industry" then. You
didn't have to qualify it. Wargames were dying and board games were still a
fairly minor blip. Roleplaying games were king.
Still, things had become complacent in the industry. The game companies that
had started with great creative fires had become companies that churned out
yet another supplement for whatever game they were working on. I suspect that
if you looked at the timeline of the industry as a whole, this would be a real
low point. So, "hooray," a fine time to join the ranks, right? I was
told time and again that RPGs would be dead in five years, replaced by computer
games (and yes, it was in 1990 that I first heard this). I'd go to conventions
and meet other industry types and find the same jaded sensibilities I saw in
some of my coworkers. Most people in the industry didn't actually play the games
they were working on, or if they did, it was only rarely. And they would say
so with a strange sort of pride, as though actually playing games was beneath
them. I remember the looks of disdain and startled surprise from other pros
at my first Gen Con when I went off to actually play games with actual gamers.
There was an undercurrent of arrogance among many of my peers, and even a mild
contempt for the audience.
I suspect this is why I
didn't make a lot of friends within the industry on the whole, particularly
early on. But really, it's not so hard to see where they were coming from. Across
the board, none of us were getting paid much. We were all overworked. And let's
face it, cynicism is nothing if not virulent. So I don't find it too hard to
excuse what seemed like arrogance and contempt for what it really was: disenchantment
and fatigue.
I think the products published
at that time really reflect this attitude. This was not a time of innovation
and excitement. There were exceptions, of course, like Ars Magica, Vampire,
and to some extent Rifts and Shadowrun (and some of those actually
came out in the late 80s). And there were a smattering of interesting supplements,
like some of the Rolemaster Companions, or solid new editions, like Champions.
But by the mid-90s, even these games felt somewhat tired. And there was less
and less coming out to keep gamers excited. The wheat was getting hard to sift
from the chaff, and sadly, nowhere was this more true than at the core of it
all, TSR. There, as I would soon learn first hand, cynicism and Just-Another-Supplement
Syndrome reigned supreme.
Next: In Part 3,
things at ICE really start to fall apart. I jump ship and go it on my own, only
to get an offer I couldn't refuse (although I thought I could). Plus, a simple
little card game changes everything.
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