During the past several years several people have asked
me various questions on the same topic or subject, and my feelings about it. I
guess it has come time to state it publicly, once and for all.
Gary Gygax and Brian Blume hired me to be the company
editor, that company first being Tactical Studies Rules, and then TSR Hobbies.
I edited some of their business letters; I edited some of Gary’s stuff; I
edited whatever game the company was working on (but more as a proofreader in
those instances); I edited Strategic
Review and then when I edited Blackmoor,
all of our lives changed a little that day.
The word “edit” was pretty loosely applied back then. In
the heyday of newspapers there was a person or desk called “Re-write”. This
person took the facts as dictated from the reporter not actually writing their
own story and made them coherent. I did a ton of that. Another skill necessary
for a good editor is making the words that you have flow; they are there for a
reason and should be pleasing to the mind reading them, they should be euphonious in your head. Sometimes this
means substituting words and other times reconstructing sentences and
paragraphs. But the most called-upon skill in those days was my ability to
divine what the author meant and re-write in his voice, at the same time
filling in all the gaps. In some cases those gaps were rather substantial, and
I ended up creating significant portions of transitory and “tying together”
material. In some of the D&D
supplements it was as much as 30% of the content. This continued, to one degree
or another, for Eldritch Wizardry and
Gods, Demi-Gods & Heroes. With
the former I wrote lots of stuff, for the latter not so much.
This was what I was hired to do. Gary put his trust in me
that I was not going to screw up the basic system and gave me my head. So,
technically, I wrote a small chunk of OD&D.
In accepting that trust and responsibility, I certainly had a major hand in
directing the evolution of the game as we know it today. It was what I was
hired to do; this is why I am only ever listed as the editor. I was one of many
that were thanked in the fronts of the AD&D books, and I was OK with that.
To be bluntly honest, had I known then that D&D was
going to become what it did become, I might have argued for, and gotten, “more
credit”. But we first TSR employees were a team when it came to creating stuff.
A lot of our early product was worked on
en masse; we all had a hand in it. When it came to stuff like new spells
and potions, I do not think it possible, without Mr. Wells’ time machine, to
clearly say who did what in the majority of cases. Certain artifacts and magic
items were proposed by various individuals; for some of those I can remember
authorship.
We “First Five”, Gary, Brian, Dave Sutherland, Mike Carr
and myself (founders of what is now called The Old Guard by GaryCon) shared
ideas freely.
A couple of years ago I revealed the process for what
became Basic and 1E. Before then, no one had every asked me about it and I had
not felt it necessary to blow my own horn. I revealed that I was certainly godfather to 1E and Basic, having
spent nearly seven workdays closeted with Gary making decisions on which was
which and what went where, as well as what got nerfed and what got beefed up. Then
I sort of withdrew from that part of the company to concentrate my efforts on
my division of the company, Periodicals.
A chance to do a professional, “slick paper” magazine
about games and gaming is what most drew me to TSR in the first place; getting
to help on this new game was a side dish. Gary promised the chance to turn The Strategic Review (beginning to
notice a fondness for certain letter combinations?) into a “real” magazine with
advertising and some color. As a recent grad of Southern Illinois
University-Carbondale with a fresh degree in Communications, and former junior college
newspaper staffer, I was ready.
Gary and I had discussed a magazine at some length before
I was asked to come on board this “new venture” he was brewing. I thank whatever
fate or providence or my lucky stars or whatever for my wife, Cheryl, nearly
every day. She had the faith in me, and the letters RN behind her name, and
enabled to me to pursue this crazy dream with Gary while she provided the
majority of our support those first years (we had our first child, Amanda,
before I went to Wisconsin). We started two magazines: Little Wars and The Dragon
Magazine (how I originally named them).
LW was devoted to all things historical; we had several
sets of historical minis rules as well as some historical boardgames then.
Sadly, our success in fantasy almost fore-doomed any success in historical; we
were very soon known as “those fantasy guys” and not taken seriously for
anything else. I still maintain that William
the Conqueror – 1066 was an outstanding innovation in boardgaming that
blended in the feel of minis long before similar systems of today. Eventually, LW was absorbed back into The Dragon as it became more
well-rounded.
The Dragon
proved the adage that a rising tide lifts all boats. Gaming took off at the
same time and we rode the rocket. The mag was very successful financially and
generated a lot of profits. A substantial number of artists got their first
stuff published by me; some went on to TSR. Several new writing voices were
first published in one mag or the other. Several years later a couple of them
showed up as “talking heads” on a couple of history programs. It was heady
stuff to find new talent; I hated to leave the mag more than anything I have
ever done.
What we “First Five” had really done hit me in the gut
whilst I was watching the second LotR
movie. We had cleared the forest and pulled and burned some of the stumps, then
planted that first meager crop. Our efforts then made this possible now.
Granted, as I have stated elsewhere several times, we
were at a confluence of culture and events and society that enabled this to
happen, but it damned sure was not something inevitable or anything like that.
We busted our asses and in so doing created all the jobs that came after; we
laid one hell of a foundation in 1975.
I wonder how many Harry Potter books were sold to old
players, buying them for their kids?
The social impact of what we devised, without a name then
but called role-playing now, has been surprisingly significant. One of the
great pleasures for me now at cons is hearing how our silly little game
impacted people’s lives, sometimes for keeping them from mischief, other times
enabling them to come out of their shells and learn to interact with others.
Gary and I had already recognized the latter, having congratulated each other
once for (here I paraphrase) giving nerds something in common to talk to each
other about.
There is little that delights me more than someone
recounting the two summers they adventured and stayed out of real-life trouble
with their pals, or how playing the game enabled them to find self-confidence.
After I left TSR I founded a new magazine, Adventure Gaming, with the support of
the now-defunct Ral-Partha (which
lives on in memory and spirit in Iron
Wind Metals). It only lasted 13 issues, falling victim to the failed
“trickle-down” policies of the Reagan administration; hobby and book shops were
disproportionately hard hit by the melt-down. So I got out of the business I
had helped take off.
I was many things for the next 20 years: Dad, Husband,
soccer coach, salesman, draftsman, softball player, HS soccer announcer, soccer
ref and still played the occasional boardgame, and then got a Masters in Educ.
So I could teach. My children are of an age that was not impacted by Sat.
morning D&D, so I essentially
stayed away from the hobby for 22 years. When I came back to GenCon in 2006, I
was stunned.
I live in Cincinnati, which is less than two hours from
Indy. I came in from the East, running West on Southeastern Ave. When I got to
the intersection with Washington, I saw little flags hanging on the light poles
welcoming GenCon. I saw signage everywhere saying the same. I was gobsmacked by
the numbers of the opposite sex (I never know how to refer to them; if I use
the word “ladies” I offend some; if I use the word “females” I offend others;
if I use the word “girls” I offend them all.) There were kids, too. What a
wonderful metamorphosis had transpired.
Every time I see others RPG’ing, I smile inside. I helped
make that happen, I helped make that matter, and I had helped to touch to those
lives. What we created spawned an entire library of knock-offs, an industry
devoted to capturing that magic that we discovered in ’74 and ’75. We made,
literally, millions of memories possible. We created hundreds of jobs, possibly
thousands depending upon how you choose to analyze it.
So when I am asked why it seemingly does not bother me
that others’ names might be better known than mine, I tell them that it really
does not matter to me that my name is not on a marquee in lights. I walk
through game cons with the same thoughts I have each night as I go to sleep: I
know what I did. I rest incredibly easy every night knowing that I had a hand
in something that has had such a profound impact on society and culture. Future
historians might puzzle over the cultural significance of droopy pants and how
or where it started. No such questions exist for the birth of role-playing;
those historians simply say “1974-1975 and “The Little Brown Box”.
I have been “a gamer” for over 55 years now. My gaming
history is demarcated by “pre-RPG” and “post-D&D”; I avidly play all three
main types of gaming: boards, minis and RPG’s. And they are all different now
because of what we did from 1975 to 1980, when we lit the fuse that ignited the
gaming experience. So I lay my head on my pillow each night knowing that.
What recognition I have received has concerned my
magazines more than my other work at TSR, and that’s OK.
And you know what? Next year I plan to go to my 50th
HS Reunion. When I walk in there, I know that out of 700+ fellow alumni and
alumnae, none of them has had the impact on modern culture and society that I
was a part of. And most of them will have no idea how I helped change modern
popular culture, and that’s OK, too. I know.