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Example from the worst TSR adventure module(s) ever published
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<blockquote data-quote="wingsandsword" data-source="post: 2581225" data-attributes="member: 14159"><p>I can only imagine because it makes accountability very hard.</p><p></p><p>If the module is a huge success, everybody gets resume padding and can share in the credit, claiming that they did most of the work themselves.</p><p></p><p>If the module is a huge failure, they can claim that it didn't reflect what they wanted, and the other people in the project changed/ignored/ruined your contributions and it wouldnt have been so bad if they'd been in charge.</p><p></p><p>Thus, they could crank out bad module after bad module, and blame could easily be transferred around, but if a good one were produced, everybody would suddenly look like they were a great designer. Dogbert would be proud.</p><p></p><p>Also, total inefficiency in doing things (16 staff people, to write an adventure) is a hallmark of TSR, and one of the things that drove them into the ground.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2581225, member: 14159"] I can only imagine because it makes accountability very hard. If the module is a huge success, everybody gets resume padding and can share in the credit, claiming that they did most of the work themselves. If the module is a huge failure, they can claim that it didn't reflect what they wanted, and the other people in the project changed/ignored/ruined your contributions and it wouldnt have been so bad if they'd been in charge. Thus, they could crank out bad module after bad module, and blame could easily be transferred around, but if a good one were produced, everybody would suddenly look like they were a great designer. Dogbert would be proud. Also, total inefficiency in doing things (16 staff people, to write an adventure) is a hallmark of TSR, and one of the things that drove them into the ground. [/QUOTE]
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Example from the worst TSR adventure module(s) ever published
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