[HN Gopher] The CRPG Renaissance, Part 3: TSR Is Dead
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       The CRPG Renaissance, Part 3: TSR Is Dead
        
       Author : doppp
       Score  : 48 points
       Date   : 2025-02-21 17:16 UTC (5 hours ago)
        
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 (TXT) w3m dump (www.filfre.net)
        
       | theamk wrote:
       | That's TSR as in "TSR. Inc", makers of Dungeons And Dragons
       | tabletop game.
       | 
       | Not Terminate and Stay Resident utilities for old MS-DOS systems.
        
         | jhbadger wrote:
         | While knowing either meaning of the abbreviation is dating
         | oneself, it's weird that people remember the very obscure and
         | short-lived meaning it to refer to a technique to allow fake
         | multitasking on DOS such as in Borland's Sidekick.
        
       | kubb wrote:
       | Is there a point to this story? It appears to be a description of
       | a sequence of events remarkably devoid of any conclusion, climax,
       | conflict, struggle, character development or whatever we usually
       | see in stories.
        
         | duskwuff wrote:
         | It's an entry in a long-running series about the history of
         | computer and role-playing games.
        
         | allturtles wrote:
         | Erm, what? It's about the decline, fall and resurrection of an
         | iconic company in the history of hobby gaming. The story arc
         | seems pretty clear to me.
         | 
         | The wider context is the series of articles on the resurgence
         | of CRPGs in the mid/late-90s ("The CRPG Renaissance"), with
         | this installment serving to set the stage for the arrival of
         | Baldur's Gate (1998), in the last line:
         | 
         | > What Adkison couldn't have envisioned on that day was that
         | the resuscitation of Dungeons & Dragons would begin in the
         | digital rather than the tabletop realm, courtesy of one of the
         | most iconic CRPGs of all time -- a Pool of Radiance for this
         | new decade.
        
         | Tuna-Fish wrote:
         | The author likes articles about historically significant games
         | to be mostly about the games, meaning that there is
         | occasionally a chapter like this about background stuff, so he
         | can dedicate the next one to the game itself.
         | 
         | The title is:
         | 
         | > The CRPG Renaissance, Part 3: TSR is Dead...
         | 
         | And the last sentence is:
         | 
         | > What Adkison couldn't have envisioned on that day was that
         | the resuscitation of Dungeons & Dragons would begin in the
         | digital rather than the tabletop realm, courtesy of one of the
         | most iconic CRPGs of all time -- a Pool of Radiance for this
         | new decade.
         | 
         | What he is coy about, and what most of the people reading this
         | know, is that the first D&D CRPG released under Adkinson's care
         | was _Baldur 's Gate_. Which is one of the most influential
         | games ever released. Not only was it very good (it still
         | frequently features on lists of best games ever made) and a
         | massive sales success, but it was also different, in a way that
         | redefined its genre to this day. Many elements that people
         | expect there to be in modern CRPGs became expected because they
         | were there in Baldur's Gate. And its influence wasn't limited
         | to CRPGs, because it sold millions of copies to people who had
         | never even considered playing D&D, and acted as a gateway into
         | the hobby for them.
         | 
         | But if you have no idea about what the next chapter will be, I
         | admit that this one seems a bit weird.
        
       | soneca wrote:
       | > _"In the past, it had been promoted as a game of free-flowing
       | imagination, primarily a system for making up your own worlds and
       | stories. In the future, the core rules would be marketed as a
       | foundation that you built upon not so much with your own
       | creativity as with other, more targeted TSR product"_
       | 
       | I saw this happening with Lego as well. The free-flowing
       | possibilities of buckets full of Lego bricks to created whatever
       | you could imagine are now mostly gone. Kids and adults alike now
       | buy Lego boxes with very specific bricks and a huge manual with a
       | very exact step-by-step instruction. If you skip even one step
       | the whole project is unfinishable. Those boxes actually punish
       | creativity.
        
         | posterman wrote:
         | who needs creativity when you can have built small-scale
         | versions of your favorite intellectual properties?
        
         | creer wrote:
         | Buckets of bricks are much more usable now than they used to be
         | - because of the wealth of different shapes now available. You
         | can still build crude blocky houses, but you don't have to stop
         | there. There are still some incoming overly specialized parts
         | but not all that many these days - and perhaps we have gotten
         | more creative in how to use them.
         | 
         | The current manuals assemble models with complex assembly
         | methods (with the human kind of just a tool in the process).
         | One things that's lacking from the current manuals is an
         | isolation or demonstration of which parts are these clever sub-
         | assemblies and how they can be used in more general situations.
         | That is a problem. You end up with clever constructions methods
         | that are explained on youtube videos and 3rd party books -
         | rather than in the manuals. Missed opportunity.
         | 
         | Another thing that's likely is that with "shelf models" like
         | the botanicals or some Star Wars kits, the kits are bought and
         | gifted to people who have no inclination to be endlessly
         | disassembling and rebuidling different things with them. That's
         | okay - eventually these bricks will end up in our buckets.
        
         | allturtles wrote:
         | There's nothing stopping you from still building random stuff
         | from Legos. In fact there are Lego Classic boxes that are
         | intended just for that.
         | 
         | I think it comes down to personality and interest. One of my
         | kids just buys the occasional Lego and builds it exactly per
         | spec. The other will do that too, but also will dig into our
         | buckets of extra legos from abandonded sets of the past to
         | build cool stuff (a mech, a Magic card stand, a Minecraft sign
         | for his room) or mod his sets by incorporating other Legos to
         | add weapons or decorations, make the limbs longer, etc.
         | 
         | I think the analogy holds quite well for D&D: there are people
         | who just want to run a pre-written adventure, and other people
         | who are crafting their own worlds and scenarios, but will
         | happily mine published materials for ideas.
        
           | soneca wrote:
           | There is nothing stopping anyone. I am just saying that there
           | is a clear change in behavior of playing with Lego from two
           | decades ago to now. A look at the assortment of a Lego store
           | should make that clear.
        
         | kps wrote:
         | The first LEGO set I had as a kid was
         | https://brickset.com/sets/325-3/Shell-Service-Station (issued
         | 1966) with a special-purpose baseplate, doors, sign, gas pumps,
         | and entirely non-LEGO-compatible tank truck.
        
       | baruz wrote:
       | Peter Adkinson's fondness for _Dungeons and dragons_ and his
       | Internet savvy was mentioned but not really expanded upon. In
       | fact the first product that Wizards of the Coast produced was not
       | _Magic: the gathering_ but a supplement for role-playing games,
       | _The primal order_, rules for playing deities and demigods. He
       | had done the TSR rules but wanted the broadest base possible, so
       | he solicited advice from Usenet's rec.games.frp.* hierarchy (and
       | rec.games.rpg?) for conversion to other systems. I made
       | suggestions for GURPS.
        
       | tomnipotent wrote:
       | I probably owned 50 Dragonlance books by the time I graduated
       | high school in 1999. Didn't get my first PC until 1994, but my
       | search for Champions of Krynn led me down the classic CRPG rabbit
       | hole so I had a chance to enjoy the classics before the "new"
       | generation appeared with Diablo, Fallout, and Baldur's Gate.
       | 
       | The deal between TSR and Random House was interesting. Williams
       | literally got to print money and get paid for whatever she
       | delivered, but at the cost of building up a loan balance that
       | would eventually come due. I know we make fun of MBA culture and
       | bean counters but it takes a lot of discipline to run a company,
       | and I wonder how the "blank check" influenced planning and
       | production. Was it hubris that drove up an $12M loan? Was it poor
       | communication from Random House to TSR about sales and forecasts?
       | 
       | It's also wild that if the TSR had lasted one more year it could
       | have repaid its loan with the Baldur's Gate royalties and padded
       | its war chest from the sequel and Neverwinter Nights. Business is
       | a fickle beast.
        
         | mmooss wrote:
         | What was Wizards of the Coast's role in Baldur's Gate? Did they
         | need to approve it? Help market it?
        
           | tomnipotent wrote:
           | BioWare acquired the license in 1995, before the acquisition.
           | Wizard's role was to collect the royalty check. I believe
           | they were otherwise at work on D&D 3rd Edition. Outside of
           | the debt load it looks like the three games more or less
           | recouped the acquisition cost in the first five years.
        
       | floxy wrote:
       | Not related to:
       | 
       | https://en.wikipedia.org/wiki/Terminate-and-stay-resident_pr...
        
       | hackthemack wrote:
       | I do not think many fans of D&D realize how lucky it is that
       | Peter Adkinson bought TSR. If TSR went under, the various
       | properties of TSR would have been split up and used to pay off
       | debts to various creditors. Of course, such things leads to
       | alternate realities that we do not live in, so I am sure some
       | will say it would not have been that bad. I just have my doubts
       | that Random House would have resuscitated the D&D brand in the
       | way that WotC was able to in the 2000s. Seems unlikely any other
       | company would have come up with the OGL, which enabled many 3rd
       | parties to use the D&D rules and creations in their own rules.
        
         | jltsiren wrote:
         | I still find "fans of D&D" something like a category error.
         | 
         | Back when I was more involved in the local RPG community and
         | started dealing with the SF community, I found their choice of
         | terminology weird. While we were talking about role-players and
         | the hobby, their corresponding terms were fans and the fandom.
         | To me, fans were fundamentally consumers, while role-playing
         | was a creative activity. An RPG fan could be someone who
         | collects games and sourcebooks and reads them without a real
         | intention to play them. (I've known a few of those.) I also
         | associated fans more with liking a specific artist or band
         | rather than with an entire field or genre.
         | 
         | Also, I don't know if the revival of D&D was good for RPGs,
         | except commercially. By reviving D&D, Adkison also revived
         | concepts such as classes, levels, hit points, and XP, which
         | gamify role-playing. That was not how we were playing RPGs at
         | the time.
        
       | mmooss wrote:
       | Very interesting tale.
       | 
       | > "But why not just let TSR go bankrupt, and then buy it without
       | assuming all that debt?" Adkison asked.
       | 
       | That would have saved Adkinson $30 million of a $55 million
       | purchase; it seems that must have been significant money to his
       | tabletop gaming company.
       | 
       | The answer in the OP is that Adkinson might lose the _Dungeons &
       | Dragons_ trademark, which had been pledged to Random House as
       | collateral. I expect Random House would have been happy to sell
       | it to Adkinson - in return for paying off TSR's debt, though
       | maybe Adkinson could get a discount. The question is, how much
       | was that trademark worth on the market?
       | 
       | Still, I wonder if Adkinson made that decision with head or
       | heart.
       | 
       | > Peter Adkison held an all-hands meeting with the understandably
       | nervous remaining staff of TSR on June 3. At it, he told them
       | that he had bought the company for two things: for Dungeons &
       | Dragons, yes, but also for the very people who were gathered in
       | that room, the ones who made the game. TSR's Lake Geneva offices
       | would be closed, marking the end of Wisconsin's unlikely tenure
       | as the center of the tabletop-RPG universe, but most employees
       | would receive an offer to move to Seattle and work in Wizard's
       | headquarters. With Magic doing such gangbusters business, Wizards
       | of the Coast had the time and money to rebuild the Dungeons &
       | Dragons brand carefully and methodically, even if it took years.
       | They would soon begin work on a third edition of the rules, the
       | most sweeping revision ever, intended to make the game
       | understandable and appealing to a whole new generation of players
       | without losing the core of what had made it such a sensation in
       | the first place. The future of Dungeons & Dragons was bright,
       | Adkison insisted.
       | 
       | Most acquisitions seem to begin with these assurances and then a
       | year later it's all forgotten. Adkison seems to have actually
       | meant it, at least somewhat. Did almost everyone get job offers
       | in Seattle?
        
         | mmooss wrote:
         | > The answer in the OP is that Adkinson might lose the Dungeons
         | & Dragons trademark, which had been pledged to Random House as
         | collateral. I expect Random House would have been happy to sell
         | it to Adkinson - in return for paying off TSR's debt, though
         | maybe Adkinson could get a discount. The question is, how much
         | was that trademark worth on the market?
         | 
         | Responding to myself, I missed the obvious when I posted above
         | ...
         | 
         | Random House's extension of debt to TSR is a bit mysterious -
         | why did they let a seemingly poorly managed, fading company run
         | up a growing, already unpayable bill?
         | 
         | Possibly, Random House wanted the _D &D_ IP all along and if
         | TSR wouldn't sell, it was RH's way of acquiring it. Effectively
         | RH would acquire the IP for $30 million - less than Adkison's
         | $55 million.
         | 
         | OTOH, RH could have bid against Adkison. Maybe TSR never gave
         | them the chance; maybe Adkison required an immediate decision;
         | but I'd expect the shareholders to look for better offers.
        
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