Widow’s Talk: Shall We Necromance?
I joined Wizards of the Coast back in 2004, after five years of ongoing applications and interviews for various positions trying to get my foot into the door. You can play the following Two Truths and a Lie about the workplace traditions I encountered when finally hired:
- Tour of the facilities, including the dragon statue in the lobby and courtyard mana pool.
- Pankration matches to honor the ancient Greeks, fought for office supplies.
- Invitations to lunchtime gaming sessions of RoboRally and Betrayal at House on the Hill.
You never remember those first Excel spreadsheets, or web page edits, or whatever tasks you’re handed on a new job, but you probably do remember being invited to the first happy hour or pickup basketball after work, or—for myself at Wizards, those first lunchtime games (and thanks to those co-workers, including Mark Jindra, Erik Olsen, Tim Thomas, and Greg Collins).
So I’ve always had fond memories of Betrayal, as well as appreciation for how it creates such wildly different experiences each time—between room tiles forming new layouts, the randomness of which player trips the haunt and becomes “it”, and the variety of the scenarios themselves. If responsibility comes with power, than an excess of ideas comes with enthusiasm. When the opportunity came to prose scenarios for the expansion, I proposed four…