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28 June 2009

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED well and TSR insisted on owning all rights to everything we produced, as
opposed to honoring earlier agreements to pay royalties for in-house
Interview: Kevin Hendryx (Part productions. This led to many confrontations, as you’d expect, especially
when the serfs saw the executives buying big houses and fancy
II) automobiles or other “bling.”
JUN 27, 2009 09:29A.M.
The sales and marketing honchos at the company were interested in
4. Do you recall why this reorganization occurred? Was this pursuing licensing agreements and other aspects of mainstream game
part of TSR’s phenomenal growth in the early 80s or was it the publishing, like the big boys at Mattel or Parker Brothers or Hasbro might
result of other internal pressures within the company? do, which meant branching into children’s games à la Fantasy Forest
(Candyland with dragons) and movie tie-ins like Escape from New York.
We were not privy to TSR’s executive management decisions, except Not all the design staff was interested in working on such things; we all
what we were told or what was rumored, so in a way I can’t answer this preferred to explore original concepts or work within the hobby game
except from my own perspective, and according to what we believed at arena. Some of the guys were more vocal about their disinclination to
the time or might have learned later. Tensions and tempers ran hot toe the company line than others, and ultimately some of the big bosses
during that period. Product Development was full of a bunch of mainly decided to crack down and force the issue. Maybe they’d been taking
younger, intense guys bursting with energy and enthusiasm; above us management courses and wanted to do things the way other companies
were more and more non-gamer business and marketing men, who did.
seemed to have the ear of the executives and whose priorities were not
our own. So we were all obliged to “reapply” for our jobs in a formal sense — this
was April 1981 — and the people in charge of the process used this as
The conflict between these attitudes and expectations led to unpleasant an excuse to abruptly terminate some of the troublemakers for having
situations at TSR beginning in mid-1981 and recurring at regular bad attitudes. This led to some others quitting in protest. And that was
intervals thereafter, as far as I am aware. The company would the first of the infamous TSR purges. (I recall Jim Roslof returning from a
periodically swell with new staff, then constrict when times grew lean. weekend out of town to discover he was alone in the art deptartment,
People were summarily fired or laid off at the whim of management. The basically.) It put the rest of us on alert as to what we could expect in the
problems in early 1981, however, were not financial, but philosophical. In future, so those of us who had been spared but were extremely upset
those days, cronyism was rampant at TSR, at every level — old friends, and unhappy at the turn of events began to make plans to leave.
in-laws, and whole families dominated entire divisions. Some factions
were more powerful or better connected than others. By the end of that summer, more of us were gone, including me. TSR
continued to make new hires, replaced those who left, and was a very
By and large, the creative wing wasn’t involved in the ego games and different place by the end of the year. We who were gone referred to
power struggles — Product Development was physically isolated at that ourselves as the “Terminati” and that bygone era as the “Golden Age” in
time, in our own building downtown along with the Dungeon Hobby Shop our wishful way. It was a short period of time, but very intense. To this
and Dungeon Distributors and the RPGA, and the managers were on the day, I’ve never had such an engaging job or worked with more creative
outskirts of town in the new building and warehouse. We didn’t marry or and inspiring people. Some of the close bonds formed then have
get born into our jobs. We had no little hubris about being the “content continued, and to this day I feel great kinship with all those with whom I
providers” as it were, while the rest were doing whatever it was they did. worked in Lake Geneva, even our then-antagonists. And requiescant in
We often felt that the Blumes and Gygaxes and their associates, like Will pace
Neibling, were arrogant and greedy, were in over their heads as
businessmen, and treated the company and its employees like NPCs in 5. After you left TSR, you went to work for Metagaming as a
a big game they were playing. product development manager. What projects did you oversee
during your time there?
Tremendous growth and inflows of cash made it possible to grow both
responsibly and irresponsibly. We had a large design and art staff that I had arranged to return to Austin and join Metagaming full-time before
was the envy of smaller publishers. We weren’t dependent on the I decamped from Lake Geneva. Howard Thompson was pleased to pick
vagaries of freelance submissions; we could generate quality products me up again after what he felt was TSR’s “training” me. Metagaming
completely in-house, but at the same time, we weren’t paid particularly didn’t pay as much, but in those days Austin was a cheaper place to live

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 28 June 2009

and it was good to be back in familiar surroundings after the 7. Whimsy is something I strongly associate with the early days
disorientation of small-town Wisconsin and what had become the of roleplaying. Is it a quality you tried to include in your own
oppressive, paranoid atmosphere of TSR Hobbies in those days (at least, game designs over the years?
to us young snot-nosed punks in Product Development). It’s difficult to
recall precisely what games I worked on while at Metagaming in 1981- Certainly! Although I’ve had little opportunity to indulge in this
82; there are websites that chronicle this stuff better than I remember it professionally since the 1980s. My game designing since then has
now, and I sold off most of my games and documents and memorabilia remained private, ephemeral, in an almost sand mandala-like way
from this period to collectors. I continued to receive and review outside (elaborate miniatures games that can never be repeated; RPG campaigns
submissions, coordinate playtesting, copyedited and did layout for a that have returned to the Immateria from whence they came; many game
number of games, and proposed original projects that never got off the designs or rules unpublished and unfinished through lack of time).
ground due to Thompson closing down Metagaming’s in-house Putting a “Divine Wrath” rule in The Fury of the Norsemen was an early
production staff in the spring of 1982. I recall Dragons of Underearth by attempt to inject a fantasy element into an historical topic, and one that
Keith Gross and supervising some Fantasy Trip modules like Orb Quest was not universally appreciated.
and some TFT things licensed to other publishers à la the Judges
Guild/TSR arrangement, as well as a few MicroGames like Helltank If I’d stayed at TSR I think I’d have worked on many more oddball
Destroyer. Thompson was always tinkering on a sci-fi RPG system he games. The first assignment I had there was a rewrite/cleanup of The
felt would be the equivalent of TFT but I don’t think he ever got his Awful Green Things from Outer Space. I’m a big fan of Tom Wham‘s
design finished. It was going to come out in separate volumes, like TFT, simple but always elegant games like AGTFOS, the original Icebergs, or
beginning with an individual combat system game and then spaceships Gangsters! These are classics in my mind, and I’d like to see some Euro-
and then more sort of RPG supplemental material. I think a lot of games game publisher snap them up and make refined, jazzed-up editions
in progress were stillborn when Metagaming was deep-sixed. available to us. Just imagine Green Thing miniatures! Wham was sort of
on permanent retainer at TSR as an affiliate game wizard deluxe, not
6. Like a lot of tabletop RPG designers, you eventually entered bound to any time clock or protocols. He kept his own schedule and
the computer games industry, working first for Coleco (which counsel. But he always came out with amazing ideas.
seems to have hired a lot of RPG talent). Did you find the
transition into video games difficult? Were there many I try to incorporate similar concepts in certain boardgames on my “In
similarities between the two industries or were they Process” shelf. Most of what I’m interested in as a designer are still
completely different? boring ol’ miniatures rules and hex wargames and RPGs, but I’ve also got
some simmering concepts for multiplayer boardgames in the newer Euro
I went to Coleco in spring 1982 and remained there as a game designer style, with varied game-play and nice components that allow for a lot of
in the home video game division until summer 1983. Coleco’s revolving variety and intricate, integral game mechanics. I hate to give away too
door saw a legion of designers from other companies pass through — many ideas, but many of these involve a mix of history and whimsy. Now
Lawrence [Schick — JDM] once remarked that Coleco had the largest my challenge is to find time to work on them, since I’m doing so purely
collection of RPG designers not designing RPGs of any game company in on spec or for my own enjoyment, I’ve not got any publishing deal in the
the world. Many of them came after my time and our paths did not cross, works for anything. Self-publishing via my CafePress shop is always an
unfortunately. I enjoyed some aspects of Coleco, but not nearly as much option for simpler projects like miniatures rules. It makes them available
as TSR, and when I left Coleco I left the game business, as it turns out. for those who are interested, without convincing a regular publisher to
I’ve never been able to get back in since, on the occasions when I’ve tried go broke on them. Because there’s nothing like self-published game rules
— I hoped to work for Origin Systems in the early 1990s, I even made on CafePress to get you that villa in Tuscany or that third yacht, you
inquiries at TSR again in the mid-1990s, and WOTC/Hasbro and know?
Cranium since then — but I don’t have any background in computer
gaming, so I’m hopelessly behind the times anyway. 8. Do you still play RPGs today and, if so, which ones?

I did find the technical aspects of video gaming during my Coleco stint Alas! Playing RPGs with my brother Game Wizards in Lake Geneva, and
more difficult to assimilate than conventional games, and computer to a lesser extent in Connecticut (Coleco), surrounded by unparalleled
gaming would probably have been even more so. I’m not much of a talent and creativity and bonhomie, so completely and hopelessly spoiled
technophile, much more a technophobe. I also grew weary of the shoot- me that I’ve never been able to replicate the enjoyment of the early 1980s
em-ups that dominated home video gaming, and I realized long ago that with any other groups. I’ve not been able to hold together a group as a
I have no interest in catering to teenage boys’ power fantasies anymore, DM in Austin due to job pressures and time constraints and the
if I ever did. I realize there’s more to computer gaming than this, but this distractions of adult life, and my efforts to find a simpatico group to just
is what seems to drive the industry, this pandering to adolescent male play with has also met with failure. The last time Mary and I tried, back
wish-fulfillment. I’d rather be involved in something more challenging in 2000, the DM flaked out after only a few months and disbanded the
and grown-up and more, well, whimsical. Or painting miniatures. I’m so campaign, and I’ve not made the effort again since. But not for lack of
old school, I have one room, hard wooden benches, and hickory switches interest. Any mature but convivial, collegial, easy-going and non-
in my brain. neurotic gaming groups in Austin who are looking for players, give me a

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 28 June 2009

shout! I am active in the Lone Star Historical Miniatures group that


meets regularly at the Great Hall Games store in Austin for toy soldier
battles (also boardgames), and we play a lot of skirmish-level gaming
that has a high element of role-playing involved. And I’ve been talking to
some of the ex-TSR gang about a reunion at GaryCon this coming March,
in Lake Geneva, so we’ll see what comes of that.

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