shannon_a: (rpg glorantha)
Greg Stafford passed away last Thursday. I've written a historical memoir for Designers & Dragons about his importance to the industry, but it's entirely inadequate for someone that I counted a mentor and a friend.

I came to Greg's part of the hobby relatively late, and in large part due to another friend, Eric Rowe. Oh, I owned copies of Stormbringer and Hawkmoon when I was in high school, because I was already a great follower of Michael Moorcock, but those were some of Greg's peripheral masterpieces, which came into existence almost accidentally, thanks to his mere presence in the gaming industry. And, I played RuneQuest a few times in high school.

But I truly came under Greg's influence in college, after Eric began running his RuneQuest game, which he started the week I started at Cal, and which would continue, with a run of a year here and a year there, sporadically over time, until 2004 when he moved out of the States due to the deteriorating political climate (and he was clearly a seer for what was to come).

I loved RuneQuest. Eric's game was the most fun I've ever had while roleplaying. That was one part Steve Perrin's rules, one part Eric's own world of Erzo, and one part a great group of college friends ... but Greg's influence was clearly there too. And then when I learned that there was a whole other world of Glorantha out there, I devoured it. I remember reading the red box (Gods of Glorantha) and the orange box (Genertela: Crucible of the Hero Wars) and eventually starting to turn up the old Chaosium products at various gaming conventions, about the only way to find old, out-of-print RPGs at the time. King of Sartar with its contradictory stories won me over entirely. I was a fan for life. David G. was able to get me copies of the old Tales of the Reaching Moon, and poof, I was a member of the fandom.

In those college years, I also came to appreciate the breadth of Chaosium's production. I fell in love with Greg's Pendragon and I also began to read H.P. Lovecraft's stories and the mythos that it created, thanks to my introduction from Call of Cthulhu.

In 1993, as I was nearing the end of my time at UC Berkeley, I decided to start an electronic fanzine called The Chaosium Digest. It was in part a reaction to Andrew Bell's RuneQuest Digest, but a chance to highlight the rest of Chaosium's catalog. And, I had an unlikely dream: that I could get the attention of Greg and the rest of the folks at Chaosium, and maybe get a job there after I graduated, because their office was just a few miles away.



Everyone's been writing about their well-remembered first meeting with Greg, and I honestly don't remember my own. It could have been a DunDraCon or Pacificon. But it was mostly likely January 1994, way out in Maryland, when I attended David Cheng's RuneQuest-Con. We probably interacted in the "Home of the Bold" LARP and I certainly listened with rapt attention at his Lore Auction and his panel on HeroQuesting.

I know I began to talk with him on a more personal level over the next year when I helped Eric to prepare RQ-Con 2 to run on this side of the country. We also were preparing a LARP. (Spoiler Alert: never run a con and create a LARP at the same time!) It was set at the Broken Council, and Greg happily brainstormed with us on the people and places there. I vaguely recall being in his office at 950-A 56th Street for the first time with Eric, talking about Glorantha's Dawn Age. Greg was copying out the materials from his files on that time period. Later, when we went beyond his meager sources, he let us create out of whole cloth the details of the history of his world. I've got a "Red Goddess" manuscript that he signed to me and Eric in the middle of 1994, part of his Lunar Book. That tangible memento is my only real link to 1994, because the memories of that busy, crazy year are otherwise faded.

At the con the next January, I remember that we had a secret back room for staff, special guests, and LARP preparation, but the thing I remember best about it is when my friend David S. Asked Sandy Petersen for signatures on some of his books and Sandy happily agreed and added the inscription: "Signatures increase value!" But I don't remember much about interacting with Greg at that con either.

(And yes, I regularly ask people to remember the minutia of their designs from the '70s and '80s; thanks, guys, you're more use than I'd ever be!)

My actual memories of Greg tend to revolve around the two and a half years that I worked with him at Chaosium, from 1996 to 1998. I suppose it's no surprise that the day-to-day life of working with him made those older memories fade away because (happily) these new memories were so much more plentiful. They started on the day I interviewed, when I spent most of the time talking with Lynn Willis, but when I briefly stopped in to talk with Greg afterward. It was obvious that Lynn was making the staffing decisions, but Greg got the final say on everyone who joined his company. (And yes, my work on the Chaosium Digest helped, because everyone knew who I was and that I loved their games, but moreso it was Eric's running RQ-Con 2.)

After that, there are many wonderful fragments of memory.

I remember talking many more times in Greg's cramped office, book shelves off to the right, clippings covering the walls. He leaned back in his chair, wearing a flannel shirt, wrist braces on his arms. We usually talked about Glorantha, which at the time was mostly lost to Chaosium, not about the Call of Cthulhu books that I was laying out and editing.

I played around with the Dawn Age for a while after the Broken Council LARP, but I soon moved on to become the resident Gloranthan elf expert, and I remember Greg eagerly expanding upon the ideas that I had about the Aldryami, sketching out a series of "plantings" that took my mundane musings and turned them into something mythic. (I just went hunting, and no longer seem to have that piece of paper; alas!)

I remember sitting up in the loft at Chaosium, after work, as Greg gamemastered the early versions of Hero Wars, years before its publication. It was like there was a spotlight on him, in that dim, tight space. That was a spotlight on him wherever he was, in whatever room, always.

I remember how the smell of pot would start wafting down the hall from his office, past my desk, in the early evening. He'd always wait until 5 o'clock, or thereabouts. And I'd start feeling hungry, and know it was time to head home.

I remember going over his timelines for Pendragon which I later translated into some nice diagrams for the reprint of The Boy King, the one creative project for Chaosium that we worked on together.

I remember his solid handshake, I remember him clapping me on the back, I remember him laughing, such laughter. He was jolly, he was kind, he was erudite, he was creative, he was generous. It's almost impossible to conceive of a world without him.



I left Chaosium in 1998 because the decaying financial status of the company was literally giving me nightmares. It was not long after a private meeting between Greg, Lynn, Charlie, and Anne over in the kitchen that was full of raised voices which I tried to ignore until I was finally able to flee the building at 5pm. It was like hearing your parents fighting. Maybe that was the day that everyone acknowledged the problem of unpaid personnel taxes, maybe it was the day that Greg announced he was leaving, but it was certainly the day that Chaosium split apart.

Lynn was angry at me for leaving. He told me I was killing the company and afterward was politely cold to me whenever I called Chaosium to discuss some bit of business. But Greg, his attitude toward me never changed. He asked me to edit Hero Wars for release as Issaries' first product, a huge honor that I don't think I even realized at the time. Unfortunately, it was also beyond me. I didn't yet have the editorial chops to manage a manuscript of that size, and I also didn't have the self confidence to mold the work of master designers like Greg Stafford and Robin Laws into a publishable form. I did some editing on the manuscript over the next months and eventually handed it back to Greg and told him I couldn't take it to completion. He was entirely kind about that too. He didn't complain; he made sure my name was on the published book as a developer.

Around 2000 I shyly asked Greg if I could put together a book on elves, expanding on the material we'd been discussing for a few years now. Greg agreed and I was soon working on a roleplaying supplement to be published by Greg's new company, Issaries, as part of the Hero Wars (later HeroQuest) line. Greg continued to offer great support for my creativity, to offer ideas and new thoughts — most of which complemented what I was doing, but some of which made me rethink something from the start. (That was Greg.)

Unfortunately, a number of events came together that ended that collaboration and my work with Greg. The d20 industry collapsed, then Eric's Wizard's Attic died, and suddenly Issaries was without a home. Greg decided he couldn't stay in the overly expensive Bay Area and moved down to Mexico. He fell out of communication. Steve Martin took over running Issaries for him. Conflicts among the various members of fandom were escalating, but Steve did keep the torch burning for a little longer. I finished my elf book around 2004 and handed it off to Steve ... but Issaries never published another book. It's still sitting on my hard drive almost 15 years later. I've tried to find a home for it from time to time, but I've since moved on to my own creative niche, Designers & Dragons.

I've sometimes said that my experience with that elf-book was the reason that I stopped working with other peoples' properties. And, that's true. I'd completed a 100k word manuscript, my biggest work to that date, and it ended up wasted. I didn't want to ever end up in that position again. But, that had nothing to do with Greg. It was just an unfortunate coincidence of timing, a business and financial obstacle that none of us could overcome, and I did manage the next best thing, at the time: a book on elves for Mongoose's RuneQuest that made public many of the ideas that Greg and I had come up with over the previous decade.



In my mind, Greg was in Mexico for years, for a decade, but it was really just more than a year, from some time in 2004 to 2005. But it was the end of my creative relationship with him. More sadly, it was also the beginning of the end of my creative relationship with Glorantha, which sputtered out over the next several years. My interest in the books faded out during the time of Mongoose's uninspiring MRQ1 publication and Gloranthan fandom was dying away due to Issaries' fan policies and fandom's disagreements over HeroQuest and the new directions that it was taking the world.

Tradetalk and Hearts in Glorantha were the last fanzines standing, and I contributed to the scant issues of both during the rest of the decade, but the end came in 2009 and 2010 when I wrote some expansive articles meant to complement my work in the elf-book, which I then still hoped would see publication: "The Posionthorn Forest" in Hearts in Glorantha #3 (2009), "The Vale of Flowers" in Tradetalk #17, and "The Hellwood" for Hearts in Glorantha #4 (2010) I also wrote some articles for Mongoose's Signs & Portents including a pair of articles on the red elves which complemented the Mongoose book that actually did see print.

And that was the end of my creative input to Greg's mythic world.

I still miss it.



I'm happy that I stayed in touch with Greg in the years that followed. He helped me with histories on both Issaries and Chaosium that eventually went into Designers & Dragons. He contributed a bit to RPGnet, and sometimes he just told me about something fun. I remember once he wrote to me to verify that there had been no second edition Pendragon game, something that I'd worked out with him and the rest of the Chaosium staff some years before. He was my first choice to write an foreword for Designers & Dragons, and he was kind enough to introduce the '70s book.

By the end, I might hear from Greg once a year or so. Honestly, I was somewhat jealous of the folks who were now engaging in creative partnerships with him, but I'd had my chance, and I'd moved on.



The last thing I spoke with Greg about was the passing of Stewart Wieck. I wrote up the story of Stewart's life in the industry, and since Greg had been working with him on Pendragon in recent years, he was one of the people that I asked for comments. Greg suggested I humanize the piece, ending it with: "We are all impoverished by the loss. We extend condolences to his wife, children, and other family." And, I did add those condolences; Greg was always very human.

The last letter I had from Greg came after I posted Stewart's eulogy and simply said, "Thank you for [the] post".

I never would have imagined that my next historic eulogy would be for him.
shannon_a: (Default)
When I started working for Chaosium in 1996, either Lynn or Charlie threw the 1992 Cthulhu for President kit on my desk and said, "We need a new one for 1996, please produce it." You're always thrown into the deep end when you start a new job, and this was the deep end at Chaosium. I'd mean I'd expecting to be laying out books, but I hadn't expected to be managing a whole project that no one else had time for, and I hadn't expected that to include pricing buttons and yard signs, figuring out how to get them manufactured. I hadn't expected that I'd be putting together a whole package and seeing if we could afford to make it. It was all much more of the production side roleplaying than I expected to see, when I was instead counting on development and graphic design.

Which is a long way of saying that Chaosium Inc. has announced their newest Cthulhu for President kit, 20 years later. And this is certainly a year when they could do no wrong. However, I'm not convinced that Cthulhu is actually the Lesser Evil.
shannon_a: (Default)
Lynn Willis passed away recently after a long battle with Parkinson's Disease. He was one of the greats of the RPG industry, but that greatness may not be obvious to the average roleplayer because he was always quiet and unassuming, actively reluctant to take credit for the things that he'd done.

He got his start in science-fiction board game design, back in the '70s when that field was just appearing. His first game was Godsfire (1976), published by Metagaming Concepts. He'd also design two MicroGames for them and publish Bloodtree Rebellion (1979) through GDW, but his real place in the hobbyist industry would be at Chaosium.

Lynn came to Chaosium through another boardgame, Lords of the Middle Sea (1978), a postapocalyptic design that Metagaming hadn't been interested in. As a result Lynn approach Greg Stafford, the founder and president of Chaosium, who was publishing an increasing number of fantasy board games by 1977. Not only did Greg agree to publish Lords, but he also hired Lynn to lay it out! Lynn was Chaosium's third employee, following Greg Stafford and Tadashi Ehara. He would stay long beyond that initial project and would become Chaosium's longest serving employee by the time he was forced to leave the company three decades later.

At Chaosium, Lynn is best known for the work he did on their roleplaying games. He was the best sort of editor — the type who took your mundane and mumbling prose and polished it until it shone like brightest gold. However, his skills went far beyond that. He had a keen analytical mind that let him organize, reorganize, and revamp books so that they were easy to use and reached their fullest potential.

Lynn coauthored the original Basic Roleplaying (1980) booklet with Greg, turning the RuneQuest (1978) system into a more general house system that would serve almost all of Chaosium's needs forever after. You can find his name scattered throughout many of Chaosium's other Golden Age books, such as Borderlands (1982) and Cults of Terror (1981). Lynn was also one of the developers who expanded and polished Richard Launius' Arkham Horror (1987). His influence on the adventure game and cooperative game markets thus might be as important as his influence on RPGs.

However, where Lynn really excelled was in his work on Call of Cthulhu (1982). He contributed to the earliest releases, like The Asylum & Other Tales (1983) and the original The Masks of Nyarlathotep(1984), and would continue to support the game year by year afterward. Lynn really put his mark on Call of Cthulhu when he massively revamped the fifth edition (1992) to produce a highly polished edition of the game. His work afterward as line editor continued to ensure that Call of Cthulh saw high-quality releases. One of the books he line-edited was the third edition of Masks, over a decade after its original release. He was determined to revamp it into its best form ever by including the lost chapter set in Australia. He didn't stop there, though; he was constantly determined to improve products rather than just rerelease them. I think his Complete Masks (1996) was the ideal form of the book.

There was far more that Lynn did for Chaosium, I suspect most of it invisible to the average person. I personally am most fond of his work on the Elric! RPG (1993), which produced a totally new and modern look at Michael Moorcock's Eternal Champion mythos. I kind of miss the demonic armors and weapons that disappeared in Elric! However, I loved the tightness of the rules and the wider multiverse that it seemed to evoke. He was innovative and creative and not afraid to take chances, and that served Chaosium (and its fans) well over the years.

I knew Lynn in the early '90s from freelance work for Chaosium. However, I really got to know him in 1996 when I asked if he'd be interested in hiring me to work at Chaosium. He agreed (and Greg agreed), and that's one of those life-changing things. If not for that I wouldn't have gotten to spend two and a half years working my dream job, in the roleplaying industry (admittedly: for almost no money and no security). I wouldn't have gotten to put just a little bit of my own stamp on Chaosium's products. And, I wouldn't have met my current boss (with whom I share interests in gaming), and so I wouldn't have ended up running RPGnet, and I probably wouldn't have written Designers & Dragons and ... I have no idea where I'd be now.

Lynn hired me to do layout work for the Call of Cthulhu line. When I said that I wanted to do more editorial and writing work, he let me (though I must admit that editorial isn't my strength). Throughout the two and a half years that I worked for Lynn, I saw the perfectionism that Lynn brought to his own editorial work. He did his best to make every book that passed through his hands the best that it could be.

I wasn't able to maintain a friendship with Lynn after I left Chaosium, and that always saddened me. However, I'm very happy that he was able to contribute another decade toward the excellence of his Chaosium products before health interfered.

When I wrote my very first history of Chaosium for the web, Lynn told me that he didn't want to be in it, and I agreed. When I revised that article for the first edition of Designers & Dragons, I decided that I was going to note his accomplishments anyway, because the book deserved it and he deserved it. I'm happy that in the second edition of the book, I've been able to expand that material even more.

And I've very sorry that there will be no future tales to write.

Thanks, Lynn, not just for your contributions to gaming, but also for believing in 24-year-old me.
shannon_a: (rpg glorantha)
Dreamt about Chaosium and Lynn W., my mentor there, for the second time in a week or so. Which is weird. I used to have anxiety dreams about the company when I worked there (in fact, they were one of my two prime determinants for leaving the company), but it's been relatively far from my thoughts for years.

This time around, I was wandering around a warehouse space which was an abstraction of what the Chaosium offices c. 1996-1998 looked like. I was getting Designers & Dragons ready for publication by Chaosium, but I knew there was no way they had the money or printer credit to print it, so I was just spinning my wheels. Finally, Lynn told me they weren't going to be able to print it any time soon.

That sort of problem with publication was what was going on around 1998 before I left. I had a light table next to my desk, and whenever I'd finish editing and laying out a book, I'd put it on the light table rather than send it off to the printer. By the time I left, there were 4 or 5 ready-to-go books there (which was my other reason for leaving the company). I think Chaosium had them all published by 2001 or so.


There's actually a real connection between Designers & Dragons and Lynn that has some emotional resonance with me. When I wrote my first draft of the Chaosium article for RPGnet, I sent it to Lynn for comment (among other people). His only note of substance was that he wanted to be removed from the article. I don't know if it was because he's deeply private or because he didn't want to have anything to do with my work (as he'd been very unhappy at my decision to leave Chaosium), but I removed his name from the article. (It hadn't felt like a big deal, because those first drafts of the articles had focused considerably less on the designers than the book eventually did.)

When I redrafted the article for Designers & Dragons I decided that I cared more about completeness of the book than Lynn's desires. And I also decided that whether he wanted it or not, his contributions to the world of roleplaying deserved to be recorded. So, you'll find them on pages 78-79, 82-83, 85-87, 90-91, and 95.
shannon_a: (rpg stormbringer)
Last week, Chaosium posted a news item saying that RPG editor, Lynn Willis is suffering from Parkinson's Disease and for the most part is no longer working.

I first got to know Lynn when I was working on my earliest(?) book for Chaosium, Taint of Madness. To that point my only experiences with professional editors had been with White Wolf, and to be honest, I hadn't been impressed. The folks then at WW either didn't change my writing at all or they changed it, in my opinion, for the worst.

Lynn is a totally different type of editor. When I got back Taint of Madness, it was obvious that he'd worked it over pretty thoroughly, but the difference was that Lynn had polished my prose until it shone like a brilliant diamond. He's the best editor that I've ever worked with, and the one that I'm forever going to hold the rest up to as a standard. He wasn't afraid to change text, like many editors are, and he was right in his confidence, because he's exceedingly good with words.

The year after that book was published, Chaosium was flush with money from Mythos and I queried whether they were interested in hiring me. Greg (the President) talked to me, but it was ultimately Lynn who decided to hire me, and so I worked under him for the next two and a half years.

For those couple of years that I knew him, Lynn was a very private person, and so I never really got to know him beyond the job, but I enjoyed working with him, and I was even more proud of the trust he put in me. I was hired to do layout, but within a year he was letting me edit too. Only the best and the worst authors, mind you, because it was Lynn alone who could accomplish wonders on the run of the mill writer, but for those he trusted me, and didn't second guess a single thing I did. When times got hard and the majority of Chaosium's staff was laid off, I was the one person Lynn chose to keep around, over others who had been there longer.

Sadly, I couldn't stick around. Toward the end of 1998, I had a stack of a half-dozen manuscripts that I'd prepared for the printer, but which we couldn't afford to send. I was also very quickly becoming the only person taking a paycheck (late though it always was). Reluctantly, I told Lynn that I couldn't stick around. It was totally the right choice for me, as I can now see I would have been out of a job pretty soon in any case, but Lynn took it very badly. He told me Chaosium wouldn't survive if I left, and he's given me the cold shoulder ever since. I really looked up to Lynn, and it really hurt that he shut me out so totally because I wasn't willing to keep working until the paychecks stopped coming in entirely, or moreso, I think, because I wasn't willing to put Chaosium ahead of my own life, as I think he and others there had for years.

Nonetheless, I've devastated to hear that Lynn has such a debilitating illness. I wish I could offer my best to him, but there's little point in that. Clearly, Chaosium could survive without me, but without Lynn ... I'm less convinced.

April 2025

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