On Monday, February 17, 2020, Daniel Scott Palter
passed away. He was best-known as the founder and owner of West End
Games, yet also infamously known as the person who sent the company
into bankruptcy, losing the license
for what was the groundbreaking first Star Wars roleplaying
game. I’m sure some people – particularly those who lost jobs and
opportunities with the company’s bankruptcy – hated him and never
forgave him for what he did to West End in those final days. Over the
years I’ve had to reconcile my feelings toward him. I have the
natural animosity over West End’s demise. But I also realize he
provided me with an opportunity to have my dream job: working
full-time as a designer and editor at a roleplaying game company, and
with the Star Wars franchise, no less. Despite all the
frustration and drama, they remain the most fulfilling, productive
five years of my professional life.
Company lore claimed Scott founded West End with
money from his family’s shoe company so he could produce wargames
he wanted to play. Eventually West End branched out into roleplaying
games with hits like Ghostbusters, Paranoia, and Star Wars.
Both companies moved from New York City to a warehouse with office
space in rural Honesdale, PA. At the time the Star Wars line
had reached its peak and was considered by the sales staff “a dead
license.” But new novels from Timothy Zahn published by Bantam
invigorated the license and new life surged into the game line. By
the time I tried (for a second time) contacting West End to see if
they had any editorial positions open, the company serendipitously
was looking for an editor to start a new quarterly journal supporting
the Star Wars game line.
The House that Scott Built: West End Games offices/warehouse, Honesdale, PA, c. 1993. |
I first met Scott one day in late spring 1993,
when I drove up to West End’s offices in Honesdale for my job
interview. I was one of two candidates seeking to edit the Star
Wars Adventure Journal the company wanted to publish. I had
already corresponded and talked with the head of the editorial
department, but I also quickly met Rich Hawran, the enthusiastic
production manager who somehow turned creative chaos into a schedule
and tangible product. (I later understood both were my advocates
opposed to the other candidate...a hint at the shifting personality
conflicts constantly churning within the company.) They ushered me
into the downstairs conference room to meet West End’s owner and
conduct the job interview. I walked into the conference room –
lined with boxes of high-end women’s shoes – to greet a very
obese fellow with a friendly if borderline maniacal smile on his
face. He was quick to offer his hand and get down to business. We
talked about my professional background and I offered several copies
of the weekly hometown newspaper I’d been editing for a year. He
was nothing but pleasant though at times very blunt about what he
expected. I had no impression how much he involved himself in the
editorial department, though I could tell he wanted only the best for
the Star Wars game line, at the time the company’s bread and
butter. He then asked me about Star Wars; specifically, how I
thought the Galactic Empire functioned. I likened it to the Roman
Empire, with a strong presence at the core but with outlying areas
controlled by governors and connected by a network of hyperspace
lanes that approximated roads; the farther one got from the core the
more lawless society seemed, with governors having greater
independence from the central government. Little did I know – in
that era before the interwebzes enabled one to look up information
about others so easily – that Scott loved ancient Roman history
(one of many periods about which he was passionately knowledgeable).
I later found out my answer to that question clinched the interview
with Scott and won his approval.
Scott was not an easy master to serve. Most
editorial staffers dreaded him trudging upstairs to meddle in their
affairs or, worse yet, a summons to his cluttered office. He
occasionally interjected his opinions and edicts on the Star Wars
roleplaying game line, sometimes reflecting his own views and urges,
but mostly in an effort to please Lucasfilm and maintain the license.
He often interfered with the production schedule according to his
entrepreneurial or gamer hunches. I know we clashed at times about
creative and editorial issues; I’m sure at the time these conflicts
were frustrating, but I don’t recall ever feeling they were
malicious. Scott always had his reasons for everything, usually “Two
reasons,” as he’d say, lingering on the “two.” He preferred
to influence the Shatterzone game line where he could indulge
in the edgier sci-fi subject matter inappropriate for Star Wars;
the original artwork of the infamous “naked cannibal babe” from
one of the supplements adorned his office wall for a while.
Despite his occasional meddling, Scott gave his
creative employees a great deal of autonomy. He trusted our creative
instincts, our dedication to the licenses on which we worked, our
sense of what was right for our game line and the gamer audience. He
was a businessman, of course, but also a wargamer and a fan with
passions for various subjects. Although he sometimes indulged in
Machiavellian machinations with the internal power struggles among
creative egos, he stood up for his employees in conflicts with folks
beyond the office walls. I recall one time a freelancer with a gripe
called and complained to him directly; Scott told him he trusted his
editor’s decision and didn’t think much of people who bypassed
the chain of command to get their way. On several occasions
freelancers threatened to sue me and the company – sometimes
because I didn’t accept their Journal article proposal, more
often because the company was terribly late paying them – and Scott
always told us to send them to him; he’d handle those legal
threats so we could continue focusing on our creative work.
Scott had his eccentricities, like most people,
though perhaps a few more than most. His SUV sported distinctive
“Free Tibet” and “Weird Load” bumper stickers. He once
declared “No Nazis!” in supplements for an entire year after The
World of Indiana Jones game became well established, more
because they seemed a ubiquitous plot crutch than anything else. He
claimed he would crawl over a room of broken glass to obtain the
Barb Wire license thinking he could sell tons of books with
Pamela Anderson’s photo on the cover. He was not above the human
failings everyone occasionally experiences; he could be petty and
vindictive when he felt he had cause, though I witnessed this rarely.
I felt he sometimes used office politics to further his own aims or
benefit his favorites. His blunt manner, wheeling and dealing, and
vehement opinions sometimes rubbed people the wrong way. His dislike
for some people colored his judgment. All failings to which I’d
daresay most of us have succumbed at one time or another. That said,
he was not a bad person; I felt he was quite a decent fellow, though
it was easy for those who worked for him to overlook that in what was
often an adversarial relationship. I was privileged to experience
occasional kindnesses from him when he felt they were reasonable.
West End’s bankruptcy devastated me. Scott
called the editorial and art staff into his office and, once everyone
had quieted down, simply announced, “Consider yourselves
unemployed.” Our parting from the company was characterized by
bitter chaos and misunderstandings. Freelancers – including
meagerly paid staffers who relied on freelance jobs to make ends meet
– remained unpaid as the banks and big creditors fought over their
share of the company’s remaining assets. As the face of the company
Scott found himself in the middle of the turmoil, a more difficult
position given his relationship with his family’s shoe company.
Despite my misgivings I worked with Scott two
years later as the company passed through several corporate hands. I
set my scruples aside in those Desperate Freelance Days to work on
the Metabarons roleplaying game; not my finest work, but an
opportunity Scott gave me, not as life-changing as the first one, but
a chance to keep earning money in the industry, with an awkward trip
to Paris to boot. Even then his small kindnesses emerged, though
usually in the interest of getting business done: sending someone out
to buy eye drops so I might survive a week of meetings in a smoky
conference room; requesting they ask the pizza parlor where they
ordered lunch not to crack eggs to congeal over our pizza; and giving
me a Saturday off to go sight-seeing in Paris.
The last time I saw Scott was at GenCon 2004 (the
last time I attended that burgeoning mega-con). He was at the Final
Sword booth, promoting his latest roleplaying game products apart
from West End. He was friendly and gracious, glad to meet my wife,
and, I like to think, deep down inside, genuinely sorry for the way
things fell out with West End. Some may blame West End’s demise on
Scott and the shoe company, but I often remind myself that without
the shoe company, Scott never would have been able to establish West
End Games in the first place.
I don’t expect everyone to agree with my
assessment of Scott’s character; these recollections reflect my own
experiences and are no doubt tempered by time, my nostalgia, my
naively forgiving nature, and my aim to remain relatively positive in
my online presence. The past week I’ve read various people’s
reactions to his passing. Many remembrances hail him for his work on
the numerous game lines that made West End famous; and I’ll admit,
I read those and part of me cringes a little on behalf of the teams
of designers, writers, and editors who made far greater contributions
to those games, if they weren’t in fact the impetus behind them.
Yet Scott was the foundation supporting all those projects. In a time
when one needed a vast corporate infrastructure to publish games,
Scott set off with some of his family’s shoe company fortune to
establish West End to enable game designers to make games he himself
believed in (and make money, too). He provided a platform for a host
of dedicated, amazingly creative people. He gave established and
up-and-coming authors a chance to see their work in publication and,
in some cases, launch careers in game design and publishing. He gave
us full-time, salaried jobs so we could do what we loved, work with
the licensed properties to which we were devoted, and produce game
books which entertained gamers and delighted fans.
Clear skies, Scott, wherever your spirit may fly.
Thank you for all the opportunities you offered us. Sic transit
mundus.
Well said. I've been struggling with some of my feelings about this, as well. And it is, I must admit, a bit of a relief that I wasn't the only one who felt devastated by the end of the company. Thanks for posting. -E
ReplyDeleteThank you, Eric. I think anyone who worked with Scott as closely as we did has mixed emotions about the experience. And I can't imagine anyone not being devastated suddenly losing a job, especially jobs like the ones we had.
ReplyDeleteThank you for sharing all of the memories. I'd somehow never heard Scott's name before this week, but now I have a picture of him during your years working with him at West End.
ReplyDeleteUnlike many of the gaming luminaries who recently passed, Scott very much worked behind the scenes. I regret I've not seen anything approaching a formal, comprehensive obituary for him.
ReplyDeleteI was at his side thru all of this. Shoes...gaming...and he was an amazing and generous man
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