Ed_Laprade
Adventurer
Just a thought on the deadline issue. Has Jean Auel ever had one?
(Not that she's ever done any gaming work that I know of.)

I know. It's only these last 3-4 years that I've managed to train myself out of that habit. I get through this via setting myself lots of little daily/weekly deadlines rather than focussing on the big one.I know of very few writers who do not end up battered by deadlines, no matter how long those deadlines are. Some writers do much better work with a lot of pressure. It forces them to stop dithering, to stop tinkering with every sentence, and just write. Many, many writers still operate on the college deadline model.
I seem to remember comics having similar problems around this time. Too many big crossover events causes readers to get fed up, and is problematic when you're trying to play in the world.From 1990 to about 1993/1994, there weren't a lot of problems. Post-Avatar, I pushed for projects like the Harpers and the Realms anthology series, which didn't feature world-shaking stories. We actively avoided those sorts of epics, in fact, and ran calls for submissions where the writers proposed plots and created characters.
Around 1992/1993, there were changes in management -- both in books and at the VP level. The book department staffing changes led to a weird, almost schizophrenic approach to fiction. Some novels were totally creator driven, even to the point where they openly contradicted the game material, while others were corporate concepts to the point of being little more than overt marketing or copyright/trademark protection.
(My last work for the company until after WotC bought it would be a "First Quest" column for Dragon -- #208, I believe. The title I chose for the column was more than a little ironic. For a while, "First Quest" columns seemed to be the last thing longtime TSR employees did on their way out the door.)
Amen to that. The perspiration part of creativity is not fun.I have never written a novel where I did not just want to type "...and the bus jumped the curb and killed them all. The End." at some point, usually about a month before the deadline.
Well, TSR was never as bad as Palladium in that respect.(If your legal staff understands the hobby market at all, they know that ham-fisted bullying is counterproductive; if they are familiar only with standard corporate legal practice in other industries, they fire off threatening letters at the slightest hint of a problem.)
Sounds about right. Quite a bit of the stuff I like most, like the planescape line, was produced while the company was going through tough times.The difference between TSR and T -- for me anyway -- can be found in the identity of the people making the majority of the decisions about the products published, their connection to the hobby and the products themselves, and the way in which the company structure and the contracts it offers promote or denigrate individual creative vision. And even in the incarnations most deserving the T tag, there are individuals within the company fighting the good fight and published products that somehow manage to reflect a personal vision.
I never realised that. That'll definitely flavour my reviews when I get that far.