TSR D&D Historian Ben Riggs on TSR's Salaries in the 1990s

We're talking about the original TSR (TSR1) here, not the controversy-laden TSR3. Benjamin Riggs is a D&D historian, and his latest book Slaying the Dragon: A Secret History of Dungeons & Dragons, which takes a deep dive into the sale of TSR to WotC in the late 1990s, is available to pre-order now. Ben wrote about the salaries of TSR employees back in 1997. Hi! I’m a D&D historian, and...

We're talking about the original TSR (TSR1) here, not the controversy-laden TSR3. Benjamin Riggs is a D&D historian, and his latest book Slaying the Dragon: A Secret History of Dungeons & Dragons, which takes a deep dive into the sale of TSR to WotC in the late 1990s, is available to pre-order now.

Ben wrote about the salaries of TSR employees back in 1997.

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Hi! I’m a D&D historian, and given some of the issues around worker pay in the #TTRPG industry raised by the Paizo Union and others, I thought I’d tweet a little bit about pay at TSR in 1997, a time for which I have a ton of primary source documents.

First, let’s look at TSR as a whole. It had 94 American employees, and I believe 15 UK employees though my documentation on that is thin. The company spent $3,551,664 on payroll in 97.

The highest-paid person at TSR in 97 made $212,973. ($360,000 in today’s dollars.)

The lowest-paid person made $15,080. ($26,000 in today’s dollars.)

The highest-paid creative at TSR in 97 was an artist who took home a $100,000 salary. ($173,000 in today’s dollars.)

The highest-paid game designer made $50,000. ($86,000 in today’s dollars.)

The lowest-paid game designer made $27,500. ($47,000 in today’s dollars.)

I’m not an econ major or in business, but a few things jump out at me when I look at the payrolls and salaries as a whole.

First, game design seemed to have the lowest salaries as a group, excepting administrative assistants. It was also the largest group of employees on the payroll.

That said, hiring a full-time game designer based in outstate Wisconsin today and paying them $47,000 plus benefits seems a generous starting wage. That said, a starting game designer working on D&D at WoTC has to live in Seattle, which is not nearly as affordable as Lake Geneva, Wisconsin.

While I haven’t done the math, at a glance, it looks like the average salary in every other department was higher. Cartography, books, sales, and art all seemed more financially remunerative than game design.

One reason for this could be that there was a massive layoff at TSR the Friday before Christmas in 1996. I do not know the salaries of the 20+ people laid off that day. It could be that they were higher-paid individuals, and since my data is from 1997, it leaves the RPG department looking underpaid.

But there were also people who had been with TSR for I believe 20+ years working in the RPG department who were still making less than $30,000 in 1997. I did not see anyone with that kind of longevity still making that little in any other department.

So perhaps management simply took advantage of the fact that people would work for less if they got to make D&D. A suggestion that might help ensure better pay for RPG designers going forward is royalties.

Gygax & Arneson made incredible amounts of money off their D&D royalties. Early D&D developers who were given royalties described them as a portal to the middle class. While not every adventure will sell so well that it will allow the designers to buy mansions, it would allow those whose work really took off to directly benefit.

Furthermore, royalties can provide income for a long time after work is completed, and one of the tragedies of the industry today is watching RPG legends beg for money to pay medical bills online. Perhaps royalties could provide long-term security for designers.

In sum, RPG designers are vital people to the lives of our imaginations. It is important they not just survive but thrive economically from their inspiring and important work.

If you find me amusing, consider pre-ordering my book on the sale of TSR to WoTC at [this link]!


Ben Riggs's Slaying the Dragon tells the secret and untold story of how TSR, the company that created Dungeons & Dragons, was driven into ruin by disastrous management decisions, then purchased and saved by their bitterest rival.

For twenty years, a story has been told about the first company that made Dungeons & Dragons, TSR, and the story goes something like this: Dungeons & Dragons created the genre of role-playing games in 1974, and that made TSR successful. In the 1990's, Wizards of the Coast created a new kind of game, the collectible card game. People started playing Wizards’ flagship product, Magic: The Gathering, and that competition killed TSR. In a twist worthy of a Greek tragedy, Wizards ended up buying TSR. It is a story of competition and creative destruction, as capitalism teaches us is right and good.

That story is entirely wrong.

Through hundreds of hours of interviews, endless research, and the help of anonymous sources providing secret documents, the true story of what happened to TSR and Dungeons & Dragons can finally be told. TSR did not so much die in capitalist combat as it bled to death of self-inflicted wounds. The true history is that of disastrous mistakes, and decisions founded on arrogance rather than good sense. Debts were racked up, geniuses driven from the company, and countless of thousands of products were shipped and sold at a loss, with no one noticing until after the fact. The story of TSR provides a negative blueprint, an example of what a company should not do in the geek business space.

And it is a story entirely untold until now.
 

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Jaeger

That someone better
3E was ambitious and 4E wasn't? Sorry, no. That's one of the most fundamentally ludicrous things I've ever heard on this board and honestly calls your entire argument into question. 4E was if anything, more ambitious than 3E in terms of transforming D&D, approaching new mechanics and new ways of doing things, killing sacred cows, and so on. You might not like the ambition but it's ridiculous to pretend it isn't there.

I never said 4e wasn't ambitious.

I said:

While I can cut 3.x some slack for being overly ambitious, The same cannot be said for 4 & 5e.

I cut WotC slack for 3e because it was their first crack at bat.

In hindsight they did two big things that added complexity, 1-20 lvl HP progression, and featapalooza ivory tower design. This introduced both complexity and scaling issues in the three core books that previous editions didn't have. It was all new.

And despite the things people liked about 3e, those factors caught up with it. Even 3.x never ironed out the issues.

I cut WotC no slack for subsequent editions because in my opinion they obviously didn't learn their lessons from designing 3.x and the resulting issues. Neither in scaling their ambitions appropriately, nor in putting in the time to really playtest and fix issues.
 

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Staffan

Legend
I cut WotC no slack for subsequent editions because in my opinion they obviously didn't learn their lessons from designing 3.x and the resulting issues. Neither in scaling their ambitions appropriately, nor in putting in the time to really playtest and fix issues.
That's what happens when you replace your workforce every 3-5 years.
 

I cut WotC no slack for subsequent editions because in my opinion they obviously didn't learn their lessons from designing 3.x and the resulting issues. Neither in scaling their ambitions appropriately, nor in putting in the time to really playtest and fix issues.
That's fair - I focused on the wrong part of the sentence, sorry!

They haven't learned their lesson (or hadn't up to 2014) to a genuinely odd degree. Let's hope the changes to management and the massive $$$ they're making now cause 5.5 to work out better.
 

darjr

I crit!
With Bens book out and all the new stuff he’s releasing I listed to a vid cast where he showed Peters log book of the purchase of TSR that contains a wealth of data, including salaries which I think ended up in this. Looking back I see Monte Cook responded to him.


 



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