The Many Deaths of Dungeons & Dragons | Wizards and Witch Hunts | 1

3 Dec 2025 · 44 min

Ask about this episode

Ask anything about it. ChatGPT or Claude reads this page and answers with the times it was said.

Connect VO and ask about every podcast you hear, including the moments you saved. Add to ChatGPT · Add to Claude

In short

Podcast Notes: Business Wars - The Many Deaths of Dungeons & Dragons | Wizards and Witch Hunts | 1

Episode Overview

  • Title: The Many Deaths of Dungeons & Dragons
  • Description: This episode details the creation of Dungeons & Dragons (D&D) by Gary Gygax and Dave Arneson, the challenges they faced with public perception, and the impact of a missing boy on the game's reputation.
  • Date: September 1979
  • Host: David Brown

---

Key Concepts

  1. Origin of Dungeons & Dragons
  2. Creators: Gary Gygax and Dave Arneson began developing D&D in the early 1970s.
  3. Initial Reception: D&D was a revolutionary concept that combined storytelling, dice rolling, and role-playing, diverging from traditional war games.
  4. Business Formation: The creators formed Tactical Studies Rules (TSR) to publish the game.
  1. Early Struggles
  2. Sales Challenges: Initially, D&D struggled with sales, moving just 600 copies by summer 1974 due to high production costs and a lack of understanding from potential players.
  3. Educational Component: TSR realized it needed to educate players about the game to boost sales and engagement.
  1. Moral Panic and Media Attention
  2. Missing Person Case: The disappearance of James Dallas Egbert III brought D&D into the spotlight, linking it to fears of occult practices and leading to a media frenzy.
  3. Public Perception: Reports suggested a connection between D&D and the boy's disappearance, igniting a moral panic surrounding the game.
  1. Controversy and Growth
  2. Satanic Panic: Despite initial fears damaging the game's reputation, the controversy inadvertently piqued interest, leading to a surge in sales.
  3. Cultural Impact: By the early 1980s, D&D became more than a game; it turned into a cultural phenomenon, aided by rising fantasy popularity and media coverage.
  1. Business Evolution
  2. Expansion: TSR released expansions and new editions of the game to cater to evolving player interests, which included removing sensitive content to broaden appeal.
  3. Financial Challenges: Despite growth, TSR faced financial difficulties due to high operational costs and external pressures, leading to significant corporate changes.

---

Pivotal Moments

Key Events

  • Creation of TSR (1973): Gygax and Arneson partner to publish D&D.
  • Initial Launch (1974): D&D debuts but struggles to gain traction.
  • Dallas Egbert Disappearance (1979): The case raises concerns about the game.
  • Media Response: Coverage leads to widespread fear and eventual notoriety for D&D.
  • Market Response: Controversy leads to unexpected sales success, hitting $22 million by 1982.

Leadership Changes

  • Gygax vs. Williams: After Gygax was ousted from TSR, Lorraine Williams took over, leading to a new direction but also dissatisfaction among core fans.

---

Lessons Learned

Business Insights

  • Innovation vs. Market Education: Creating a novel product requires not just innovation but also educating the market about its value.
  • Leveraging Controversy: Sometimes, negative attention can inadvertently increase visibility and sales.
  • Careful Expansion: Broadening product offerings without clear consumer demand can dilute the brand and fragment the customer base.

Cultural Commentary

  • Public Perception: The connection between media narratives and public perception can shape a product's success or failure, sometimes in unexpected ways.
  • Community Dynamics: Building a loyal community around a product can lead to organic, word-of-mouth marketing, especially in niche markets.

---

Conclusion The episode provides a thorough exploration of the complex history behind Dungeons & Dragons, detailing how it navigated challenges, both internally and externally. From its humble beginnings to becoming a cultural staple, the story illustrates the unpredictable nature of business and the profound impact of public perception on brand trajectory.

Written by AI. May contain mistakes. Listen to the episode to check what was said.

Hear the part that matters, and keep it.Open this episode in VO. Double tap your headphones to save a moment as you listen.
Get VO free

Transcript

Automatic transcript. May contain errors.

0:00As we get started with our new series on Dungeons & Dragons, a quick note to listeners that this episode includes brief references to suicide. Please be advised.

0:19It's September 1979 in East Lansing, Michigan. William Deere walks into a bar near Michigan State University. It's a typical college watering hole, badly lit with a pinball machine, jukebox, and nothing but beer on tap. He claims a table in the far corner and orders a drink. Deer is 42 years old. He's over six feet tall with a mustache and big gold rings adorning several of his fingers. He's a private eye, and he's meeting an informant today. They often ask to meet in dives just like this. Maybe they want the courage alcohol brings. Or maybe they've just watched too many movies. Deer's working his highest profile case yet.

1:03The disappearance of James Dallas Egbert III. Dallas to his friends, if he had any. Dallas is a loner, a 16-year-old brainiac studying computers at Michigan State. Or at least, he was. He vanished without a trace 19 days ago. Dallas' parents have hired Deer to find their son. So far, he's struggled for leads. But this morning, he got a call from someone who's willing to talk. A tanned college student enters the bar. He joins Deer at his table, orders a pitcher of beer, then speaks. Uh, I, uh, I don't want my name out there or my description. I'm a senior this semester. I can't get into trouble, okay?

1:51Kid, I don't reveal my sources. If I did, I'd be out of business tomorrow. All right, so what can you tell me? The student looks around to make sure no one's paying attention, then leans forward. Well, I played Dungeons and Dragons with Dallas in the steam tunnels. Deer straightens up. He hadn't heard of Dungeons and Dragons before this case. Few have yet. It's still very much a cult game. But everything in this case seems to lead back to the strange game of dice, demons, and sorcery. Dallas played it obsessively. But until now, no one would admit to playing it with him. Rumor is, students have been sneaking down into the maze of steam tunnels beneath the university and playing Dungeons & Dragons by flashlight.

2:40Deer's hunch is that Dallas suffered a psychotic break while playing the game and is now lost in the miles of tunnels, convinced that he's in the game for real. Either that or something terrible happened down there. Maybe Dallas got killed accidentally. Or maybe someone wanted it to look that way. Deere locks eyes with the college student. Tell me everything from the top. Later that evening, Deere arrives at his motel and finds the reporters following the Dallas case waiting for him there. Usually, he finds this kind of attention annoying, but tonight, the reporters might be useful. The student's information has convinced Deere that Dallas is lost somewhere in the steam tunnels, but the university refuses to authorize a search.

3:30So Deer is going to use the press to force their hand. I have just received new information. The university insists students cannot access the steam tunnels, but they can and do. Dallas Egbert played Dungeons & Dragons in those tunnels. The school needs to let me down there. A boy's life is at stake.

3:56Deer steps into his motel room confident at the university will have to let him into the tunnels now. But the university is not the only one feeling the pressure. TSR, the company behind Dungeons & Dragons, will soon find itself at the center of a moral firestorm. It spent years building a cult following for its revolutionary game. Now, it's about to become embroiled in a satanic panic that threatens to both make and break its business. and this won't be the last time Dungeons & Dragons is tested. On its quest to become a brand worth hundreds of millions of dollars, it will have to find ways to keep its rabid fanbase happy without alienating newcomers.

4:41A journey that will see it failing forward, time after time.

4:51When planning for your future, You want someone with a history of keeping their word year after year. For nearly 160 years, Pacific Life has been a trusted name in the industry. But that isn't just a number. It's experience that matters. It's 160 years of promises held, helping generations retire with confidence, protect their loved ones, and plan for whatever comes next. Whether you're looking for life insurance, employee benefits, or retirement income solutions, When your future is on the line, you want history on your side. And believe me, Pacific Life has been there, always there through changing times, always focused on your needs.

5:29Ready to secure your tomorrow? Ask a financial professional how Pacific Life can help you feel prepared for what's next. Pacific Life Insurance Company, Omaha, Nebraska, and in New York, Pacific Life & Annuity, Phoenix, Arizona. Because with Pacific Life, you're not just planning for the future, you're partnering with trusted experience.

6:15T-Mobile for Business

6:24From Wondery, I'm David Brown, and this is Business Wars.

6:55Dungeons & Dragons. It's the pen and paper game that rewrote the rulebook and generated enough treasure to make a dragon jealous. Since its debut in 1974, that game, known to its fans as D &D, has gone from nerd niche to geek chic. Once dismissed as a pastime for basement dwellers, it's now a celebrity-endorsed cultural icon with a starring role in Netflix's Stranger Things. It didn't just invent the role-playing game. Its game design also had a massive influence on video games of all kinds, from World of Warcraft to Fortnite to NBA 2K. The game's mix of fantasy, storytelling, math, and play-acting has endured for generations now, and with an estimated 13 million active players, plus hit video game spinoffs, it's a major moneymaker, too.

7:47In 2023, D &D earned its owner Hasbro an estimated$267 million in revenue. So, how did this game survive moral panic, corporate turnover, and decades of changing tastes to become bigger than ever 50 years on? And how is a pen and paper role-playing game managing to stay relevant in a digital age? This is Episode 1, Wizards and Witch Hunts.

8:21It's fall 1972, and Dave Arneson has just arrived at a small white clabbered house in Lake Geneva, Wisconsin. Arneson is a 25-year-old war game fan, and he's here to see his friend, Gary Gygax. Gygax is a local character, a Jehovah's Witness, a father of five, and a big deal in the world of war gaming. He designs war games and runs a convention called Gen Con. Running a convention sounds grand, but it barely attracts enough people to fill a New York City subway car. War games are basically make-believe battles fought on tabletops. Think tiny metal soldiers, rulers for measuring movement, and intimidating rulebooks that cover everything from marching speeds to the weather.

9:04They grew out of real military training tools designed to simulate historic conflict. Everything in a war game is governed by numbers and dice. Charts in the rule books determine, say, the odds that a rifle can hit a target from 200 yards away. The player rolls the dice to see if the shot lands. If, for example, the chance is 1 in 20, the player has to roll a 1 on a 20-sided die. The complexity and calculations are off-putting for many. But for wargamers, it's all part of the fun. And since there's so few of them, they're a tight-knit community who like sharing ideas. Arneson is one of these diehard wargamers.

9:45But lately, he's been experimenting with a new kind of game back home in Minnesota. Something more open-ended. More about imagination than simulation. And that's why he's driven 300 miles to see Gygax. He wants to show his new prototype to his friend. They head down to the basement. Gygax's games room and workplace. By day, Gygax is a cobbler. repairing shoes pays better than designing war games, but not by much. His family relies on government assistance to get by. Arneson introduces Gygax to the game he created for his pals back in the Twin Cities. It uses the optional fantasy rules from one of Gygax's own games, a medieval war game called Chainmail.

10:31The rules added dragons and magic to medieval combat. Traditionalist wargamers sneered at these additions, but not Arneson. He used those rules to create something revolutionary. A game where players control characters instead of armies. A group of heroes exploring catacombs full of monsters, treasure, and danger. Arneson walks Gygax through a game. First, Gygax creates his hero, maybe a fighter or a magic user. Then, he rolls the game's polyhedral dice to determine his hero's strength, intelligence, and other traits. The quest begins. Arneson plays Dungeon Master, the creator, director, and referee of the game.

11:16He describes the world, tracks what's happening, and applies the rules. Gygax can try anything he imagines. But, like a war game, success depends on probabilities and dice rolls. For example, Gygax might try to befriend rather than fight a monster. The chances of success are low, but Gygax's hero is charming, increasing the odds. Now, a roll of the die will determine if he's made a new monster pal. Arneson uses tabletop miniatures to help Gygax visualize the scene, but they aren't required. This is a game played mostly in the imagination, and it's even better with a group. The player's characters continue from one quest to the next, gaining experience as they go and leveling up with new abilities.

12:05Gygax is spellbound. Compared to traditional war games, this is far more absorbing. It's unpredictable, personal, and fun. So before Arneson leaves, Gygax asks him to mail him the rules. I know it may be heresy in some boardrooms, but here goes. A live demo beats a perfect deck. When a prospect plays the thing, they co-author the vision and become a champion. Ship a scrappy prototype that creates an undeniable first win, then refine around what users actually do with it. Treat objections as a design brief, not rejections. You know, early believers are your cheapest distribution channels. Give them something contagious to show others.

12:52not something polished to admire.

12:59A few weeks after Arneson's visit, 18 handwritten pages land in Gygax's mailbox. They're from Arneson and contain the rules to the new game. So with Arneson's approval, Gygax polishes and improves the game. His daughter Cindy names it Dungeons & Dragons. He tests it with his buddies and fellow wargamers who all want to know when he's going to publish it. Gygax thinks this could be big. 50 ,000 copies big. A huge number for a war game. Most sell less than 10 ,000 copies. But Dungeons & Dragons isn't a war game. It's, well, he's not sure. There's no name for this brand new type of game, and war game publishers won't touch it.

13:42They can't imagine people choosing dragons over generals. But Gygax and Arneson can't afford to publish it themselves. Gygax is on the poverty line, and Arneson is working a low-paying security job. So Gygax's childhood friend Don K. steps in. He borrows$1 ,000 against his life insurance and goes into business with Gygax. In October 1973, they form a business called Tactical Studies Rules, TSR for short. Arneson doesn't buy into TSR, but will get a cut of the royalties from the game. Kay's Kitchen Table serves as TSR's headquarters, but$1 ,000 isn't enough to publish the game, so they bring in local wargamer Brian Bloom and his father as investors.

14:32A few weeks later, in January 1974, Dungeons & Dragons debuts. It takes almost all of TSR's funds to print 1 ,000 copies. The game is sold by mail order and comes in a brown box with three rule books inside. The production value is low. The rule books are badly printed and are full of amateurish illustrations. Still, Gygax is optimistic. But by summer, only 600 copies have sold. Part of the problem is price. A small print run means a high production cost per unit. So TSR charges$10. It's about$65 today. It's cheaper for people to photocopy the rulebooks rather than buy them. TSR estimates that for every box sold, 10 more are copied.

15:21The company is struggling. And then, tragedy strikes. Kay dies suddenly from a heart attack at age 36. The Bloom family buys his stake and gains control of TSR. By spring 1975, sales are still slow. TSR is selling a few hundred games a month and barely breaking even. But price isn't the only thing holding Dungeons & Dragons back. The bigger problem is people just don't get it. It's a novel product. And when your customers have no reference point, your sales pitch can get met with blank expressions. Even people who bought the game struggle. Many just play the example quest over and over until they get bored and stop playing.

16:08Here's the thing. When you invent something nobody's ever seen before, you're not just in the product business. You're also in the education business. Confusion kills faster than competition. You need to show customers what good looks like. You know, simple examples, quick wins, clear steps. Don't assume they'll figure it out. Even the smartest product needs instructions. Dungeons & Dragons is confusing because it's the opposite of how games usually work. In most games, the rules restrict what players can do. But in D &D, the rules enable possibilities. They're not commandments. They're a springboard for creativity and imagination.

16:51So, TSR improves its messaging. It starts calling D &D a role-playing game, so at least people know what to call it. They publish a newsletter, and later a magazine for fans of the game. These publications bring the fan base together. answer their questions, and provide additional revenue. Then come the expansions. TSR releases supplements to the game that offer new adventures and new monsters like the Demogorgon, the demon prince later made famous by Stranger Things. These supplements give TSR a way to earn money from existing fans, including those who pirated the game. It also encourages dungeon masters to create their own adventures, increasing the game's appeal.

17:36Next, TSR relaunches the game. In 1977, it releases The Basic Set, a simpler, more action-driven version aimed at newcomers. It's packaged like a board game to encourage toy stores to stock it. Then, TSR publishes Advanced Dungeons & Dragons, three sold-separately hardcover rulebooks aimed at players who want a deeper experience.

18:04There's another lesson here. Segment by readiness, not just by features. An entry bundle for newcomers and a deep track for power users turns one funnel into two on-ramps. Packaging has to fit the channel, too. A board game look for toy shelves, premium hardcovers for hobby shops. Keep progression obvious so customers see where to go next. The new additions spur sales. The game catches on among geekier college students who see it as a superior alternative to poker night. It's also on trend. Fantasy is hot stuff in the late 70s. In 1977, Terry Brooks' The Sword of Shannara became the first fantasy novel to make it onto the New York Times bestseller list.

18:48By early 1979, the Basics set is selling 4 ,000 copies a month, and the advanced books are on track to sell more than 100 ,000 copies. And this, all from word of mouth. TSR's best salespeople are its fans. And as the fan base grows, so do the company's opportunities.

19:16It's 1979, and at TSR headquarters in Lake Geneva, Wisconsin, Gary Gygax is on the phone with Mildred Marmer. She works for Random House, one of America's leading book distributors, and she wants to put Dungeons & Dragons into bookstores across the country. But this wasn't her idea. Her kids turned her on to the game's potential. Once again, Dungeons & Dragons fans are doubling as TSR's sales force. Gygax is excited by the opportunity to get his game into thousands of bookstores. Okay, how many copies should we send to your warehouse? Well, I suggest tens of thousands. If you get traction, you don't want stores to run out of stock and miss out on sales.

19:59Oh, that's a lot. How soon would we be paid for the sales? Depends how fast the books sell in store. Once they've sold, the bookstores pay us and then we pay you. Minus the cost of any returns, of course. You're probably looking at six months or more. Gygax's excitement fades. Getting into bookstores could really boost sales. But TSR can't afford to wait months to get paid. The company is still small. It brings in around$900 ,000 in annual sales, but profits are under$60 ,000. And there's barely$30 ,000 in the bank. Printing tens of thousands of rulebooks would leave TSR unable to make payroll.

20:42We can't wait months to recoup our costs. We just don't have that sort of cash. Hmm. What if every time you shipped your products to our warehouse, we paid you for the inventory? You'd pay cash? Up front? Well, technically it's a loan. As books sell, we'll recoup our money from your cut of the sales. If you don't sell enough for us to make our money back, you'll have to cover the difference. But as long as your return rate is below 20%, you should still make money. Gygax grins. With this deal, TSR can now print all the Dungeons & Dragons books it believes it can sell without going broke in the process.

21:22He once dreamed that D &D would sell 50 ,000 copies. Now, he's thinking a million. The game has major distribution, a vibrant fan base on college campuses, and a community that's around 300 ,000 players strong. Everything is finally going right. Right up until James Dallas Egbert III goes missing.

21:54Come to Mathis Home today and save during the holiday savings event. They have all the latest styles with hundreds of sofas starting at just$2.99. Get your home ready for the holidays with the latest dining sets at the lowest prices ever. And we're the only place with top name recliners starting at just$1.99. Plus, the Mathis Home gift department is now open, with something for everyone on your list at incredible savings. For the best style, selection, and value, come to the holiday savings event at your furniture superstore. Mathis Home. I'm Indra Varma, and in the latest season of The Spy Who, we open the file on Oleg Gordievsky, the spy who outran the KGB.

22:35A rising star in the heart of Soviet power, However, Gordievsky is secretly feeding MI6 the Kremlin's deadliest secrets. For 11 years, he walked a razor's edge, exposing KGB threats that hastened the Cold War's end and helped prevent nuclear annihilation. But the KGB have a mole of their own. When they discover the truth, Gordievsky's world collapses. MI6 hatch a desperate, high-stakes plan to smuggle him out of Moscow. an escape that could rewrite history. Follow The Spy Who on the Wondery app or wherever you listen to podcasts or you can binge the full season of The Spy Who Outran the KGB early and ad-free with Wondery Plus.

23:42It's September 6th, 1979. Private investigator William Deere clicks on his flashlight. The beam cuts through the dark, eliminating the long, cramped steam tunnel beneath Michigan State University. Slime glistens on the walls. Steam pipes stretch into the black void beyond the flashlight's reach. Deere glances back at the maintenance engineer who's joined him for this search, then steps towards the darkness. James Dallas Egbert III has been missing for 20 days. The media circus is in full swing. The nation wants to know if Dungeons and Dragons twisted the boy's mind and lured him to his death somewhere in this underground maze.

24:27There are more than eight miles of tunnels to search, and conditions are harsh. The air is swampy. Trip hazards are everywhere. Rats scuttle in the dark. The steam pipes are hot enough to burn your skin. And pressure vents blast out scalding steam without warning. Deer and the engineer reach an intersection and turn left. It's easy to see why students play Dungeons and Dragons down here. It's a real-life dungeon, full of death traps. Deer chats with the engineer as he edges forward. Do you think Dallas could have come down here? I can't have. Could he still be here? Maybe. Do you think we'll find him alive?

25:10Not a chance. No chance that we find him or no chance we'll find him alive? Both. Deer's foot hits something metallic and it clatters down the tunnel. He hunts for the object with his flashlight beam. A beer can. Proof that someone's been here before. They press on. A blast of boiling steam narrowly misses Deer's face. Salty sweat stings his eyes. The heat turns suffocating. The engineer marks the walls with chalk so they can find their way back out. It seems unlikely anyone could survive down here for long. Deer spots something scrawled on a wall. A list of 13 names. The number for a witch's coven.

25:58Deer jots down the names and keeps moving. They find more signs of life. Graffiti, beer bottles, cigarette butts, condoms. And then, something that's not on their map. A tiny room. Inside, there are empty milk cartons, a blanket, and a table with a creepy papier-mâché figure sitting on top. Deer tries to make sense of what he's found. Is this a place for occult rituals? Somewhere college kids smoke weed? or the place where Dallas has been hiding? Dallas! Dallas! Deer listens, but there's no reply. He returns to the surface without any evidence that Dallas is in the tunnels. Even so, his search makes national news.

Read the full transcript

26:49The media's fallen hard for the story of the child prodigy who played a strange game about magic, then vanished in the tunnels. These news reports start spreading fear among anxious parents, who now worry that Dungeons & Dragons isn't some harmless game, but a tool of Satan, and it's coming for their kids. A week later, Dallas turns up alive in Morgan City, Louisiana. The troubled teen ran away after a failed suicide attempt, driven by depression and loneliness, not Dungeons & Dragons. Deer's theory is a dud, but it doesn't make any difference. The idea that the game is in league with Satan has already taken root.

27:34In the years that follow, schools and colleges start banning D &D clubs. A novel inspired by Deer's theory, Mazes and Monsters, becomes a bestseller. It then gets turned into a TV movie that gives Tom Hanks his first leading role. Tom Hanks and his friends get caught up in a deadly game of fantasy. I am the maze controller. Until they take it too far. I propose we play mazes and monsters in a real setting. In churches across America, congregations are warned about their children falling under D &D's spell. In Minnesota, one church gathers up the copies of the game owned by its congregation's children and destroys them.

28:18Teenage suicides and murders are blamed on it. And wild stories spread on TV and radio, like this clip from a Christian radio show. So you're laying it out on the line. These are not fun games. They in fact are an indoctrination into the occult. Yes, definitely. It's teaching demonology, witchcraft, voodoo, and murder, rape. It's very violent and just keeps on going. I could give you a whole list. At TSR's headquarters in Lake Geneva, Greg Gygax gets death threats and hires a bodyguard. The company worries that the panic will destroy sales of Dungeons & Dragons, but instead, it does the opposite.

28:56The controversy alerts teenagers and college students to the game's existence. It also gives D &D a whiff of danger, like listening to Ozzy Osbourne records. And this heightens its appeal. soon TSR's riding the wave of bad publicity to sales success. Dungeons & Dragons becomes a household name. In 1982, TSR's annual revenues hit$22 million. That's up tenfold from 1979. The company also strikes lucrative licensing deals from beach towels to a Saturday morning TV cartoon series. Hey, look! The Dungeons & Dragons ride! I am Dungeon Master, your guide in the realm of Dungeons & Dragons. Inc. Magazine hails TSR as one of America's fastest-growing companies and gushes about how none of its management team has a background in business.

29:57Flush with success, TSR spins big. Headcount swells. Gygact spends a fortune trying to get a Dungeons & Dragons movie into production. The company even buys a needlecraft business so it can produce Dungeons & Dragons needlepoint kits. It projects that its 1983 sales will more than double to$75 million. And that's when the growth stops.

30:26You know, when the money's rolling in, nobody wants to check the math. But fast growth can make bad habits look smart. Costs creep, teams bloat, and forecasts turn into fantasies, and in this case on multiple levels. When demand cools, all the waste shows up at once. Smart founders plan for the slow season while they're still in the fast lane. In four years, Dungeons & Dragons went from cult game to household name. But by 1983, most people who wanted to try it already have, causing sales to plateau. And since no role-playing game has ever broken big before, TSR doesn't have a playbook to follow, or foresee when demand will max out.

31:12Revenue in 1983 reaches nearly$27 million, only slightly up from the year before. But TSR is spending like a$75 million business, so when sales disappoint, the company finds that its income and spending are completely out of sync. By early 1985, TSR is bleeding cash and drowning in debt. So the Bloom family, which controls the business, puts it up for sale. Gygax is horrified that his game could end up owned by non-gamers. So he stages a coup. In March, he exercises his stock options to buy a controlling stake in the business and appoints himself CEO. He also brings in a new general manager, Lorraine Williams.

32:00She's a businesswoman whose family owns the Buck Rogers franchise. Gygax wanted her to invest in TSR. She said no, but offered to help fix the business. She doesn't get Dungeons & Dragons, but she knows its loyal fanbase is a good foundation to build on. Gygax tells the Blooms that TSR will buy them out so he can run the business freely. But then, Gygax discovers TSR doesn't have enough money to do this, And when he offers to use his own money instead, the Blooms ask for just over half a million dollars. Gygax balks. Then, he and Williams fall out. She wants more cutbacks. Gygax thinks she doesn't respect Dungeons & Dragons players.

32:45She thinks he's in denial about how bad the financial situation really is. And by then, it's no longer just softening sales that are dragging TSR down. The ongoing satanic panic around the game has gone from sales booster to sales killer. In 1983, a new campaign group called Bothered About Dungeons & Dragons, bad for short, forms. Its founder is a mother named Patricia Pulling, who blames the game for her son's suicide. Its aim is to warn parents about the game, get it banned from schools, and to get TSR to stick warning labels on it. Her campaign convinces TV news show 60 Minutes to air a segment questioning the game's influence on kids.

33:29Then, a letter-writing campaign by several mothers convinces major retailers like Sears and J.C. Penney to pull the game from their shelves. Almost overnight, TSR loses retail orders worth more than a million dollars. Williams urges Gygax to cut the devils and demons from the game, but he refuses to censor his creation. And with the company now just two months away from collapse, the blooms strike back. In October 1985, they use a TSR board meeting to stage a countercoup. They tell Gygax they've exercised their stock options to regain control of the company. But that's not all. They've also sold all their stock to Williams.

34:15The woman Gygax hired to save TSR has double-crossed him. She convinced the Blooms to buy back control and then bought them out herself for just under$600 ,000. TSR is now controlled by a non-gamer. Gygax goes to court to reverse the deal, but the judge sides with Williams. Defeated, he sells his stake to her and walks away. TSR belongs to Lorraine Williams now, and she is about to take it in a new direction.

34:57Okay, Carrie, you ready? Quick, quick, quick. List three gifts you'd never give a cowboy. Uh, uh, lacy bobby socks. Um, uh, a diamond bracelet. Um, and a gift certificate to Sephora. Oh, my God, that's outrageous, Carrie. Oh, wait, we're recording a commercial right now. We gotta tell them why we're doing this. Oh, yeah, sorry, pod listeners. Okay, so we're five besties who've been friends for five million years, and we love games, so of course we made our own. It's called Quick, Quick, Quick. You just pick a card and have your partner give three answers to an outrageous question. It's fast, fun, fantastic, and a bunch of other funny adjectives.

35:31Anyone can play. Your mom, your dad, your kitten, your kids, your Auntie Edna, and even your butcher. And you know what's incredible? There are no wrong answers. Just open your brain and say what's in it. Just quickly. And you're not going to believe this. Well, you might once you start playing, it's as much fun to watch as it is to play. seriously. So get up and go grab your copy now at Target and Amazon. Quick, quick, quick. It's the fastest way to have fun. In the fall of 1620, a battered merchant ship called the Mayflower set sail across the Atlantic. It carried 102 men, women, and children, risking it all to start again in the new world.

36:07Hi, I'm Lindsey Graham, the host of American History Tellers. Every week, we take you through the moments that shaped America. And in our latest season, we explore the untold story of the Pilgrims, one that goes far beyond the familiar tale of the first Thanksgiving. After landing at Cape Cod, the Pilgrims forged an unlikely alliance with the Wappanog people who helped the Pilgrims survive the most brutal winter they'd ever known, laying the foundation for a powerful national myth. But behind that story lies another, one of conflict, betrayal, and brutal violence against the very people who helped the Pilgrims survive.

36:39Follow American History Tellers on the Wondery app or wherever you get your podcasts. You can binge all episodes of American History Tellers' The Mayflower early and ad-free right now on Wondery+.

37:07It's 1987, and at TSR headquarters in Lake Geneva, three game designers are huddled around a table. They've just been handed a daunting task, updating Dungeons & Dragons. It's been two years since Lorraine Williams took control of TSR, and the company is now out of the danger zone. Her business experience reassured lenders, allowing TSR to restructure its debt. She also cut the business down to a manageable size. But while she's delivered stability, money's still tight, and sales of D &D are slipping. These days, TSR actually makes more money from publishing Dungeons & Dragons novels than from its flagship game.

37:48So Williams has asked these designers to create a new edition of Advanced Dungeons & Dragons. The hope is the update will reignite interest in the game. Lead designer David Cook relays Williams' instructions to his colleagues. So, uh, yeah, we gotta remove the devils and demons. We're giving in? Gary Gygax would never have bowed to that nonsense. I know, but they're costing us retailers and sales. Are they really worth it? Fine. Consider the demons and devils exercise, but fans will be upset. Any more upset than they'll be when they find out we're changing the rules? Well, fair point. Is there any guidance on how the rules are supposed to change?

38:29We need to make the new edition different enough to convince existing players to upgrade, but it can't be too different because we still need to sell supplements to anyone who sticks with the first edition. Okay, so make it different while keeping it the same. That's great. The team can already feel the pressure. And not just from the top. This will be the first revision of the rules since Gary Gygax left. Williams may have saved TSR financially. But many players don't trust her. To them, Gygax is the unfairly exiled hero. The creative soul pushed out by the suits. To survive, Dungeons & Dragons needs to bring in new players.

39:10But if the new edition alienates existing players, it could split the fanbase TSR depends on. In 1989, TSR publishes the second edition of Advanced Dungeons & Dragons. It sells fast. More than 400 ,000 copies are sold in the first year, and removing the devils and demons finally silences the accusations of Satanism. But after year one, sales tumble. The initial rush of players upgrading to the new rules ends, and many decide it's too expensive or too much work to relearn the rules. So they stick with the old edition. This creates a schism. The game's fan base is now divided between those loyal to the Gygax-era rules and those embracing the new edition.

40:02The second edition also fails to attract a rush of new players. Dungeons & Dragons used to dominate the role-playing game market, but now there's increasing competition, and not just from games with fantasy settings. There are sci-fi games like Mega Traveler and Shadowrun, and gothic horror games like Vampire the Masquerade. Individually, none of these games threaten D &D's position as the best-selling role-playing game, But together, they're chipping away at the game's audience, luring away potential newcomers to the hobby. So TSR fights back with what it calls the fish bait strategy. The idea is to release supplements that broaden the appeal of the game.

40:47These supplements are the bait, the customers, the fish. The strategy kicks off in 1990 with an expansion of Ravenloft, D &D's gothic horror setting. More supplements follow in an attempt to show that Dungeons & Dragons can be more than just Tolkien-inspired fantasy. But the result isn't what TSR hoped for. Instead of keeping competition at bay, the fish bait strategy just further fractures the D &D community. Each new supplement creates a new subset of players who are only interested in their preferred flavor of the game. In short, TSR started with a large consumer base and turned it into a collection of much smaller consumer bases.

41:33The result is lower sales per product because each supplement only appeals to a fraction of the audience. Too many choices, too little focus. Every new version steals time, money, and customers from the original. Expanding the product line sometimes feels like growth, but it often just slices your audience thinner. Before adding another flavor, maybe you should ask, who's this really for? Sometimes the best thing a business can offer a customer is a little restraint. Now, businesses make mistakes. You try something, it doesn't work. You change direction. Except TSR doesn't change direction. Instead, it doubles down on the fish bait strategy.

42:18not because it worked, but because by the mid-90s, TSR's survival depends on producing as many products as possible. Remember that sweet distribution deal TSR signed with Random House, the one where TSR got paid whenever it shipped product to the warehouse? Well, TSR has been making the most of this. What began as a way for a young company to get wide distribution is now TSR's cash cow. When its sales softened, TSR realized the best way to keep cash coming in was to deliver more product to Random House. It doesn't matter if stores or players want this product, what matters is getting cash to keep the business solvent.

43:03Sure, this cash is a loan that needs to be paid off from actual sales in stores, but as long as TSR keeps shipping new products, it can keep getting the cash it needs to pay its debts. It's financial magic. Make more products. Make more money. And this isn't TSR's only magic trick either. It's also relying on something called factoring, which is basically borrowing against future income. Lots of companies do this to get the cash they need to fund their operations, but TSR, they're using it to the max. Here's how it works. Every January, TSR unveils its product line for the year. Then it encourages retailers to pre-order products by offering them a discount, and stores don't have to pay anything until the products are delivered.

43:53TSR sells these pre-orders to banks, which then pay TSR 82 % of the value of the orders in cash. When the product reaches stores, the banks collect the money from the retailers and keep the difference. It works for everyone. The retailers get a big discount. The banks get 18 % of the revenue. And TSR gets cash for a product it hasn't even made. Between factoring and the loans from Random House, TSR's business looks healthy to the outside world. Every year it reports strong revenue growth and its balance sheet shows plenty of cash in the bank. But underneath, it's a house of cards. TSR is actually sacrificing profit margin and piling up debt so it can keep the cash coming in.

44:40It's a financial trick that only works if TSR's products keep selling. And by 1995, the spell is broken thanks to one game. They suffer like ordinary cards, but if you've never played Magic the Gathering, then the deck is definitely stacked against you. Players say this fantasy game of sorcerers, creatures, and spells is gaining in popularity. They say it's kind of a snappier version of Dungeons & Dragons. In August 1993, a tiny startup from Renton, Washington called Wizards of the Coast releases Magic the Gathering. Magic is a new kind of tabletop game built around collectible cards. Players buy packs of cards and use them to build custom decks for battles with other players.

45:29It's fast, it's fun, and has a genius business model. Fans buy pack after pack after pack of Magic cards as they try to assemble superior decks. It's way more profitable than Dungeons & Dragons, where players can buy three rulebooks and be set for life. Within 18 months, Magic is eating into D &D's sales. It wins over existing fans, along with many newcomers who previously might have turned to Dungeons & Dragons for their fantasy gaming kicks. And as magic accelerates TSR's decline, Random House's patience runs out. In June 1995, Random House demands repayment from TSR, nearly$12 million. TSR promises to pay back roughly$3.6 million by the end of the year and the rest by the end of 1996.

46:24If they miss either deadline, Random House will seek all the money immediately, even if it bankrupts TSR. But there's no easy way to cut costs. Unlike its rivals who use freelancers, TSR's game designers are full-time employees, and laying them off means expensive severance payments. So TSR boss Lorraine Williams calls Random House's rival, Macmillan, and talks with him about taking over TSR's distribution. She makes sure to let Random House know she's flirting with the opposition. The hope is that the threat of losing TSR's business will make Random House ease off. But she's overplayed her hand.

47:12Random House isn't sure TSR's business is worth keeping. Then, talks with Macmillan, Stahl, and TSR runs out of time to find another solution. On December 31, 1995, TSR fails to repay the$3.6 million it promised. Now, Random House faces a choice. Follow through on its threat to bankrupt TSR, or give TSR one more chance. As 1996 begins, TSR braces for whatever will happen next.

48:13And we have used many sources for this season, including Slaying the Dragon by Ben Riggs and Of Dice and Men by David M. Ewald. I'm your host, David Brown. This story was written and produced by Tristan Donovan of Yellow Ant. Sound design by Josh Morales. Kyle Randall is our lead sound designer. Fact-checking by Gabrielle Drolet. Voice acting by Chloe Elmore. Our managing producer is Desi Blaylock. Our senior producers are Jenny Bloom and Emily Frost. Karen Lowe is our producer emeritus. Our executive producers are Jenny Lauer-Beckman and Marshall Louis for Wondery.

49:12that actually matter. In every episode, we'll share elite-level strategy, dive into career-defining moments, and explain the why behind plays that changed a game, a team, or a championship. LeBron and I have lived this game at the highest level for decades. We've been in those pressure moments and made those game-changing decisions and learned from the greatest basketball minds in history. Now we're pulling back the curtain and sharing that knowledge with you. Time to go beyond the highlights and get into the real heart of basketball. Watch Mind the Game now on YouTube, Prime Video, or listen wherever you get your podcasts.

From the publisher

When Gary Gygax and his gaming pal Dave Arneson create Dungeons & Dragons, he believes he’s onto something special and starts a business called TSR to publish it. But when TSR publishes the game, he must find a way to overcome player confusion to make it a best-seller. But just when everything seems ready to come together, a missing kid plunges TSR into crisis.

Be the first to know about Wondery’s newest podcasts, curated recommendations, and more! Sign up now at https://wondery.fm/wonderynewsletter

Listen to Business Wars on the Wondery App or wherever you get your podcasts. Experience all episodes ad-free and be the first to binge the newest season. Unlock exclusive early access by joining Wondery+ in the Wondery App or on Apple Podcasts. Start your free trial today by visiting wondery.com/links/business-wars/ now.

See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.

More from Business Wars

All 246 episodes
The Many Deaths of Dungeons & DragonsBusiness Wars · 44 min
Listen in VO