Down
and Out in Lake Geneva, Part 2
(Missed
Part 1? Read
it in the Archives.)
So
there I was, in a room full of TSR creative
directors, waiting for the hammer to fall, for
the game designer's longest mile to start.
And
it never came.
No.
Instead, I got questions like: "Sometimes
you have to work long hours, and face multiple
deadlines at once -- do you think can you take
it?"
I
answered (wisely, I think), "Yes."
After
a few more questions like that -- "If you
could write any kind of product, what would
that product be?" and "Are you willing
to go to conventions to support the company?"
-- I was led, not to a little room and a typewriter,
but back to Director of Creative Services Tim
Brown.
There,
he asked me only one question: "Would you
like to work here?"
Only
later did I learn that TSR had already decided
to hire me before I ever walked in the door
-- at that time, they wouldn't have flown me
all the way from Colorado if they didn't know
that. They had liked my previous work a lot
(even though it was all for a game line that
got canceled before my products saw the light
of day). I was lucky.
But
I still had to answer the toughest question
of all. Did I want to work there? I had decided
in advance that I didn't. TSR, I thought, was
a creativity-dampening Evil Empire run by suits
who didn't care about gaming.
Except
that it wasn't. I had learned in my short afternoon
there some interesting and incredibly encouraging
things. Back then, the creative staff of TSR,
not business managers, determined the direction
of product lines. A designer could get together
with his editor and his ceative director and
decide not only what product to produce but
what he should do with that product -- a small
team of creative people, a "product group"
could direct a whole line of products. That's
where things like Dragonlance, Dark Sun,
and Planescape came from -- not from
business managers and brand strategists.
And
Creative Services (that's what the editors'
and designers' department was called) was a
fun bunch of people more than willing to foster
the creative process by injecting all sorts
of fun into the job. For example, designer Colin
McComb headed something called the Mask of Valor
ritual, where a new employee would be forced
to put on a fencing mask while another, older
employee would throw metal-tipped darts at him
to get the darts to stick in the holes of the
mask. Except that at the last minute, they switched
the darts with rubber-tipped ones so there was
no real danger. There was a real feeling of
tradition there. A tradition of obviously creative
and fun people who loved their work.
Not
that everything was perfect. The computers were
surprisingly out-of-date, the cubicles were
a little on the dingy side, and I had to be
there by 9 in the morning (not a good thing
for me, and certainly not the lifestyle I'd
been living as a freelancer). And there was
surprisingly little gaming. But I could change
that (and to at least some degree, I did).
So,
much to my surprise, I said "yes,"
to Tim.
Thus
began the 7-year (almost to the date) hiatus
I took from freelancing. Seven years wherein
I would find myself living for a while with
Forgotten Realms designer extraordinaire
Steven Schend and learning strange things about
the things Ed Greenwood liked to do at conventions.
Wherein I would set up huge, bizarre dioramas
of action figures with editor Ray Vallese. Wherein
I would hide hundreds of Taco Bell sauce packets
in every conceivable place throughout Creative
Director Thomas Reid's office. Where I would
eventually leave the old Q-Tip factory and move
across the country to Seattle, Wash., as the
company was bought up from around me. And sometime,
during all of this, find the time to design
dozens of D&D products -- eventually getting
the privilege to help shape a whole new edition
of the game. It was a great seven years, but
things run their course. I'm not really sorry
to be gone, and in fact am quite happy to be
back on my own as a freelancer. Things have
changed since I first came on, some for the
worse, some for the better. A pretty good run
at a job I didn't even want.
Oh,
and of course, TSR is where I met my wife Sue.
But that's a different story.
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