Originally Posted by
chirine ba kal
It did, and still does in a lot of ways. I get a lot of would-be tycoons trying to get in my front door, as they're convinced that they are the hottest thing since sliced bread.
It depended. if you were successful, the various minions would give you hassles; if you were a nobody, and flying under the radar, they left you alone because you didn't count in their view of the world.
AGI never 'needed' to show a profit. It was funded entirely out of Dave's D&D royalties, and to the best of my first-hand knowledge no AGI product ever paid for what it cost to print, let alone sell. AGI was pretty much Dave's way of getting back at TSR for getting so much crap from the people down there; he pushed the creation of GAMA for the same reason - it was, for all intents and purposes at the time, the 'anti-TSR coalition' in the industry. Which industry consisted of TSR, and some pocket change that everybody else fought tooth and nail for.
Given what we had, and our skill set, if Dave had put the kind of money, energy, and attention into Tekumel that he did into projects like "Mutant", the history of gaming would have been very different. Please keep in mind that I liked and respected Dave, and still think he's a great guy; it's just that after a great many years of trying to 'give the secret of my success' to him and his buddies on how to sell the product, he and they never did understand what made the game hobby and industry tick. Dave was - right up to the day AGI closed - utterly convinced that what gamers really, really wanted was to play black-powder historical games, both board and miniatures styles. This 'role-playing thing' was all nonsense, and just a passing fad with no staying power. Dave's product line consisted of games done by his friends who had gotten messed around by TSR, and that was pretty much the basis for the company.
Tekumel, being one of those 'role-playing things', just never had any support internally at AGI. I had originally contracted with AGI to publish my miniatures rules, and a 'game developer' was appointed to 'develop' the rules into a product. I never had any meetings with the guy; never heard anything back from either him, Dave, or AGI as a company. After the year's contract ran out, I got the rules back, did them at my own expense as a 'lunch-time project', and they sold pretty darn well (if I do say so myself) over the decades. Same thing with all of Phil's texts; print runs of 250 for each, and that was it. We had it all, at the beginning of the 1980s, and it was all simply frittered away.
(If I sound all cranky, it may be because I've spent the day in the game room getting new shelves up to re-organize the files and archives. I'd rather have been painting, thank you. I've had forty years of cleaning up after other people's bright ideas, and it's gotten old. Sorry.)
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