[Updated] Chris Sims & Jennifer Clarke Wilkes Let Go From WotC

The details are unclear, but D&D editor Chris Sims has reported that he is now in need of a job, and is willing to relocate. He was hired by WotC in 2005 after working for them as a freelance editor. Part of the D&D 5E launch, he was one of the editors for the Player's Handbook and Dungeon Master's Guide, and was responsible for stat block development in the Monster Manual. The reasons have not been revealed, nor is it clear whether he left or was laid off.
The details are unclear, but D&D editor Chris Sims has reported that he is now in need of a job, and is willing to relocate. He was hired by WotC in 2005 after working for them as a freelance editor. Part of the D&D 5E launch, he was one of the editors for the Player's Handbook and Dungeon Master's Guide, and was responsible for stat block development in the Monster Manual. The reasons have not been revealed, nor is it clear whether he left or was laid off.

Whether this is an isolated thing or part of more layoffs if unclear right now. More if I hear anything! In the meantime, if you can hire an excellent writer and editor, please do!

For more on ex-WotC employees, please check my list here!

UPDATE: Jennifer Clarke Wilkes is also in the same boat. She has worked on both D&D as an editor and on Magic: the Gathering, and has been working for WotC for many years.

UPDATE 2: Chris Sims confirms here that he and Jennifer were both laid off.
 

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Does WotC even keep part-timers and freelancers for their core product teams? It seems like the RPG industry status quo outside of Wizards is to have a large stable of part-time / freelance / by-the-word staff on-call and string them along with a widely fluctuating volume of work requests (and thus pay) rather than actually make them salaried staff. I mean, you don't call it a lay-off when you suddenly reduce a contractor's workload to something that wouldn't even bring him over the poverty-level but it happens to artists and writers in creative industries all the time.

Wizards does employ many outside freelancers, and has been increasingly. Look at any recent 5E adventure and you are likely looking at freelancers. Now, there is terrific direction from Wizards as to what should be written (and ideas on how), but even the development and editorial work can be in the hands of a freelancer. (Worth noting that these are very amazing freelancers who have decades of experience.)

The problem with freelancing is that it will generally pay far less, forcing most freelancers to either seek a different second job or work relentlessly to get enough work to pay bills. Wizards pays top rates... outside of Wizards you can find $.01/word or even less. The hourly rate on that isn't close to minimum wage. A key problem with our industry is that for most companies, our hobby doesn't generate enough revenue. Freelancing as a solution for RPG companies (and it is a solution for pretty much all of them) is also how the industry keeps many poor while never changing its model.

As Erik Mona says, there can be money in our industry. But it is almost impossible to identify RPG companies that could stay profitable longer than a year or two. Two key issues: 1) Many gamers can and do play without buying stuff and 2) even when we buy stuff we tend to buy less as a product line gets older and more diverse.

The successful companies, including Paizo, don't share the numbers. We don't know, for example, how much of Paizo's success comes from the subscription model, whether splatbooks decline in revenue for them just as they have for all other RPG companies, or anything about the magnitude of their success (it always sounds lean, but it could just be how they keep costs in check). The few RPG companies that share numbers tend to involve a very small number of employees and have total yearly revenues far below what TSR brought in with OD&D!

It would be great if we could see models that work, such that the hobby could be strengthened. Crowdfunding is clearly helping, but it is still very often hiding a labor of love. There are a few exceptions, such as Numenera, but those numbers are still not amazing compared to major (let alone core) products in the late 70s and early 80s (and perhaps recent - we don't know because we lack data from WotC and Paizo). Even with Kickstarters it is hard to know what drives success - I think we all know the key ingredient to the Exploding Kittens card game currently on Kickstarter, and it isn't the business model (unless you consider Fame to be a business model).

This almost looks like they're trying to purge all of the people involved with editions that has problems.
Nope. Everything about 5E shows a healthy respect for previous editions. Nearly all staff have experience across several editions and their best freelancers go way back.
 

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Good luck to Chris and Jennifer.

I stand by my theory that Paizo managed to capture all of the role-players with really deep pockets.
 

Please no. That "scandal" never ended in some circles. Circles which I have to deal with. I can only imagine how much I'd have to put up with if it all started up again.

I was just being flippant. It was annoying enough here in the UK, and we didn't have too many problems arising from it; I can't imagine the difficulties experienced in the US by D&D fans with families who believed the nonsense.
 


If there's money, why is the industry tiny? That's my question.

Actually, I rethought that and answered my own question. The Harry Potter books sold millions, but they didn't need a big creative staff. In fact, it was just one - J K Rowling (plus an editor or two, and one or two artists and graphic designers). You can make a lot of money without needing lots of people creating the product*.






*I know lots of people are employed in the printing, distribution and retail etc. of the product, but for RPGs presumably these are third parties, not "part of the industry" per se, and we were really talking about creatives. You certainly don't need 50 writers and editors at every RPG company, working away year in, year out.
 

How do you know it is very successful? Did they officially announced sells figures and profite margines?

The PHB was right up there in Amazon's best seller list for weeks, like in the top 5. That is a very strong sign of good sales. According to other authors' comments on the past that can mean over 10k copies shifted per day, on US Amazon alone.
 


In 2004, I was given the good news that I would become a WotC employee for one of their smaller magazines at the time, but they said they didn't have a start date while they "finished a few things." Three weeks later I was told the job no longer existed. Since I would've had to relocate across the country, I'm glad it happened before I moved.
 

Paizo is at 0.05 a word minimum. Morrus at 0.03 a word of for his online mags. What is WotC's?

as an aspiring writer those numbers scare me a lot. How much do you need to live in a year? lets put it at a modest 25-30k (and to be honest that is still pretty poor living) how many words do you have to sell... well even at 0.05 per word that is 500,000+ words per year 9,615 words per week, or if you assume a 40hr work week 240 words per hour...

to put that in perspective that's 25k per year... that is $12 per hour... and that is just better then min wage (just went up to $10.10 in my area) so I could ask if you want fries with that and make that kind of money....

on the other hand if I understand correctly, WotC pays better then that hourly... by the way, someone asked earlier why someone would work for wotc, it's because if you work for even just a year or two there you do way better then most freelancers.
 

Paizo is at 0.05 a word minimum. Morrus at 0.03 a word of for his online mags. What is WotC's?

Most of it is salaried, not /word. But back when they had DDI, Dragon, Dungeon, etc. it was about $.06 per word for most people.

I've not seen many examples of $0.01 per word. Nobody should take work at that rate.
 

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