When We Were Wizards
WHEN WE WERE WIZARDS (W4) is a 14-episode podcast series that charts the rise and fall of Gary Gygax, co-creator of the role-playing game Dungeons & Dragons. Taking a journalistic approach to blow open the known ”gospel” of D&D history, W4 draws from nearly 30 interview subjects – including Gary’s ex- wife, two children, employees, friends, and partners. From Gary’s basement in the early 60s to the 1985 boardroom coup that ripped the game from his control, W4 is a sweeping story about the cost of the American Dream when idealistic ambition is corrupted by greed, lust, and human folly.
Episodes
Monday Jun 27, 2022
Monday Jun 27, 2022
WHEN WE WERE WIZARDS is a 14-episode documentary podcast that charts the rise and fall of Gary Gygax, the co-creator of the role-playing-game phenomenon Dungeons & Dragons and co-founder of the company that produced it, TSR Hobbies. It’s a story about the personal toll success can exact on friendships and families, especially when corrupted by greed, lust, and human folly.
WHEN WE WERE WIZARDS is told in the voices of the people who were there - covering everything from the game's creation, to the Satanic Panic, TSR's dysfunction, Gary's adventures in Hollywood and more. Never before has this tale included so many insights, discoveries, heart-wrenching recollections, and stunning revelations.
This is a story for anyone interested in unique subcultures, Americana, corporate chaos, history, cautionary tales, and human drama.
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Sunday Jul 03, 2022
Sunday Jul 03, 2022
Chapter 1 - In the early 1960s, Gary and Mary Jo Gygax move their young family to Lake Geneva, Wisconsin to escape their urban life in Chicago,. Though he works as an insurance underwriter by day, Gary spends his nights and weekends as a central figure in a burgeoning community of wargame players seeking camaraderie and a distraction from a turbulent era. When he’s fired from his job, Gary begins a second career as a shoe-cobbler while continuing to pursue his creative ambitions. Barely able to make ends meet, Gary is on the verge of abandoning his dream altogether when a fellow gamer from the Twin Cities introduces him to a game that will change both of their lives forever.
Friday Jul 08, 2022
Friday Jul 08, 2022
Chapter 2 - In Minneapolis, a hive-mind of creative synergy reaches a critical mass with a game from Dave Arneson called “Blackmoor.” Convinced of its potential, Gygax and Arneson work furiously to develop the idea into what eventually becomes Dungeons & Dragons. But when he is unable to find a publisher for it, Gary and a childhood friend start their own company to print and sell D&D. The future looks bright until a tragedy tests Gary’s resolve.
Saturday Jul 30, 2022
Saturday Jul 30, 2022
Chapter 3 – Seizing the momentum of D&D’s growing popularity, Gary and his partner Brian Blume press on with an investment from Brian’s father, Melvin. The company moves into a new headquarters and hires on friends from the Twin Cities and Lake Geneva. It looks like Camelot, but underneath the surface, grievances fester and friendships fracture. Then, a reckoning at a shareholder’s meeting threatens the company’s future.
Sunday May 26, 2024
Sunday May 26, 2024
Chapter 4 - Gary Gygax and Brian Blume reassert control by instituting new company policies and focusing exclusively on D&D. Dave Arneson strikes out on his own, but struggles to match TSR's impressive growth. Just months after the company moves into a new headquarters at the former Hotel Clair, Arneson files suit against the company for attempting to remove his name as co-author of D&D and withholding royalty payments.
Sunday Jun 02, 2024
Sunday Jun 02, 2024
Chapter 5 - To keep up with growing product demand, TSR hires a new crop of young designers, developers, and editors. Wages are low, but it’s a chance to work with their hero in a brand new industry. On the management side, Brian Blume's older brother Kevin joins the company and rises through the ranks.
Sunday Jun 09, 2024
Sunday Jun 09, 2024
Chapter 6 - When James Dallas Egbert goes missing, the press and concerned parents start to question the influence D&D holds over impressionable young minds. As a result: the game explodes into the national consciousness and Gary Gygax becomes a multi-millionaire.
Sunday Jun 16, 2024
Sunday Jun 16, 2024
Chapter 7 - New divisions emerge within the company. Gary’s camp includes his wife, his kids, and a cadre of executives and freelance designers known as “The Friends of Gary.” The Blume camp includes more than a dozen relatives and in-laws. The employees caught in the middle become cogs in a gaming factory, punching a clock at the direction of Kevin Blume, seeking to mold TSR into the kind of efficient enterprise he learns about in books.
Sunday Jun 23, 2024
Sunday Jun 23, 2024
Chapter 8 - As sales of D&D continue to skyrocket, tensions between the designers and upper management reach a boiling point. The employees turn to Gary for help, but find him missing in action. With his marriage on the rocks and exhausted by the company in-fighting, Gary looks for new opportunities to expand the D&D brand in Hollywood.
Sunday Jun 30, 2024
Sunday Jun 30, 2024
Chapter 9 - With Gary distracted, TSR’s lack of corporate leadership and vision creates a vacuum for Kevin Blume to assume even more control. What he lacks in experience, he makes up with confidence. Flush with money and the promise of future sales, Kevin, Brian, and Gary focus on acquisitions and ambitious expansion.
When We Were Wizards
WHEN WE WERE WIZARDS (W4) is a 14-episode documentary podcast that charts the rise and fall of E. Gary Gygax, the co-creator of the role-playing-game phenomenon Dungeons & Dragons and co-founder of the company that produced it, TSR Hobbies. It’s a story about the personal toll success can exact on friendships and families, especially when corrupted by greed, lust, and human folly.
This year, D&D is celebrating its 50th anniversary and the game is more popular than ever. According to its publisher, Wizards of the Coast, more than 13 million people play the game now and more than 50 million have played since it was created. In 2022, Forbes estimated that D&D generates between $100 and $150M in annual revenue.
Furthermore, D&D’s influence has been a primary driver in the explosion of fantasy films, TV series, and video games in recent years - from GAME OF THRONES, LORD OF THE RINGS, and HARRY POTTER to WORLD OF WARCRAFT and LEGEND OF ZELDA.
W4 is the story of how we got here, told in the voices of the people who were there. From Gary’s basement in the early 60s all the way to the 1985 boardroom coup that drove him out of TSR, never before has this tale included so many astounding insights, discoveries, heart-wrenching recollections, and stunning revelations.
Created for an audience beyond just gamers, this is a story for anyone interested in unique subcultures, Americana, history, cautionary tales, and human drama.