Magic: The Gathering Drive to Work Podcast - #731: Aaron Forsythe
Episode Date: April 17, 2020In this podcast, I'm interviewing my boss and longtime Magic collaborator, Aaron Forsythe. ...
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I'm not pulling out of my driveway. We all know what that means. It's time for another Drive to Work Coronavirus Edition.
So what I'm trying to do with these is do some stuff I can't do in my car, and that is talking to people on the phone, which is surprisingly hard to do in the car.
So today I have a very special guest, Aaron Forsythe. So say hi, Aaron.
Hey, everybody.
So Aaron and I go way back.
We've actually worked together for 20 years now.
So I wanted to start talking about sort of how you came to Wizards.
Since I was involved in the story, I know.
But how did it happen?
Well, so like many players who came off the Pro Tour,
I put up a few good results and was writing articles I copied the two team pro tours I copied it US Nationals I then went on to win the world team
championship in the year 2000 and I was writing articles on Star City and a
couple other websites and I had been doing some editing on a aggregator
website called Meridian magic at the time. So I was trying to keep my hand in the game as much as I could.
And I think it was that combination of working on websites and creating content and being a high-profile player
that got my name on the list of people that you had been putting together to be the first content manager for what would become Daily MTG.
And I remember you called me at home one day.
I was watching the All-Star Game in July of 2000.
And you called me at home and said, hey, we have a job you might be interested in.
And that's how it all started.
Yeah, so the story's a little more complex.
It didn't,
it wasn't quite as simple as,
hey, do you want this job?
But,
you did eventually get the job.
Yeah,
well,
it's definitely like,
we have a job you might be interested in
if you want to come interview.
Yeah.
That was,
sorry,
that was year 2001,
not 2000.
Right, right.
July of 2001.
Yeah,
you had a list of names of different, I had a list of names of different...
I had a list of three names,
and the other two said they weren't interested.
You were the only one of my list that said you were interested,
so I pushed very hard for you
because I thought you would be good at it,
which you were, actually.
You were good.
I appreciate that.
I had a college degree.
I had gotten a chemistry degree, but I was just kind of kicking around various other jobs.
I had not found a career that I liked yet.
I was still playing Magic a lot, professionally as much as I could.
And I was hoping to turn that into something.
Randy Bueller was from the playgroup I was in in Pittsburgh.
And he had turned his pro tour success into a job at Wizards.
And I was like, wow, that's an actual path you could take.
I don't know if they're going to take more guys from Pittsburgh,
but I would love for that opportunity.
And lo and behold, it made itself available through you asking me for that job.
And my wife was more than happy to take a flyer and
move across the country if it worked out so yeah i remember flying out um for an interview
shortly after 9-11 um like we we weren't sure we were actually going to be able to do the interview
or i was going to be able to come out there because they grounded all the planes for a while
after 9-11 but i made it out there interviewed i think you told me like no i wasn't going to be able to come out there because they had grounded all the planes for a while after 9-11. But I made it out there, interviewed.
I think you told me, like,
no, I wasn't going to get the job.
And a couple weeks later, I was like,
oh, actually, we do want to offer you the job.
I'm not sure all the politics behind all that.
Well, the behind-the-scenes story,
I can tell you a little bit about the behind-the-scenes story,
is I was tasked by Bill Rose
to put together the website,
to sort of organize the website. And so I was working in conjunction with the technical people
that were like technically put it, like I was in charge of content and they were in charge of all
the backend, you know, all the tech, making it work. And I really wanted to hire you, but they
wanted to hire somebody that they had chosen, not that I had chosen
and so there's this little bit of tension
and so
you came into the interview and went really well
but we wanted to interview other people and so they
interviewed other people and then
they just couldn't get somebody else
and finally they're like begrudgingly goes, okay, I guess
we'll take Mark's guy
and that's why it took so long
because they wanted to hire their guy
and not my guy was kind of the thing.
Yeah, right.
The team that I ended up working for
was the web team.
They were not part of R&D or anything like that.
They were their own department.
And yeah, I think they were probably looking
for someone that had more technical website experience or something like that, which I didn't have at all.
But you had the magic content.
Like, I cared about the content.
So I'm like, I need a guy that knows magic.
Somebody who knows the technical side but doesn't know magic didn't mean no good.
Yeah, I remember my interview.
I think it was just, like, three people.
It was an HR guy that's no longer at the company, you, and Doug Byer.
That's funny.
Yeah.
Like, Doug was on the web team with me.
He was more of the HTML, the kind of code guy.
He actually designed the first version of Gatherer.
He wrote a lot of the stuff.
Oh, he –
The HTML code and whatnot for the website.
And I was the one that was kind of editing
and dumping articles into the content management tool.
So, yeah, we can talk more about the website
in its early days.
Yeah, so real quickly, a story that I don't know if you know,
but I would go to meetings with these other people
for interviews,
and I would just ask lots of magic questions.
And then I would say,
they don't know magic.
I need someone that knows magic.
And that's why they couldn't find somebody
because they couldn't find someone
that had the technical side that knew magic.
Yeah, I've definitely been in plenty of interviews
since I've been at Wizards
with people that are trying to fake how much magic they know.
It's so easy to call people out.
It's hard to fool me if you think you know magic and you don't.
That's right.
Okay, so we started on the website.
So it started in 2002.
I mean, you started in work in 2001.
But the website started in January of 2002.
And how long did you work on the website?
I think like two years, something like that.
Yeah, so I would work on the website.
I would contact on the website.
I would contact the authors and get them to write articles.
Remember, Torment was the first set.
We ended up putting up content for preview articles and whatnot.
So I would do all that, edit all the articles.
I would make some of the graphics of the articles,
figure out what articles we wanted to write,
and get all that done.
Make the magic arcanas and the card of the days and the ask wizards and things like that.
Bug R&D to answer the questions, right?
That's right.
If I had any free time,
I would go down to the R&D
pit and playtest
FFL for a couple hours a week
just to keep my eyes
on how that was
going and immerse myself a little bit more in that.
So I always had, like, you know,
an idea that card design would be a cool thing to do.
It certainly wasn't why I was hired,
and it wasn't really a goal of mine when I got,
when I walked in the door.
But the more I hung out down there,
the more I'm like, oh, I really enjoyed this.
I think I might be good at it.
So, so the next stage is, so what's your memory of how you ended up on Future Sight?
Not Future Sight.
Oh, not Future Sight.
Sorry.
Fifth Dawn.
Right.
So there were, I ended up being put on the Fifth Dawn design team, even though I wasn't
in R and D.
And I believe it was some arrangement that by embedding me on the design team,
I'd be like an embedded reporter in a war zone.
Like I would,
I would be able to generate a bunch of good stories,
articles,
content about how the design process works.
And that would be entertaining stuff to end up on the website.
Yeah.
So, um, right, we brought you on.
I mean, you had expressed to me interest in doing design,
and then I think you and I, I pitched the,
this would be a great opportunity for Aaron to write about stuff and have an insider thing, and Randy went for it.
So we got you on the team. And then you kicked butt.
You did a really good job.
Yeah.
Was Sunburst and Scry both yours, I think?
Both of the keywords.
Yeah, Scry is one of my longest impacting individual design contributions to the game,
so I'm happy I came up with that.
And you did Sunburst too, right?
Yep, I did.
Yeah.
So what happened, well, here's my memory.
So what's your memory of what happened after that?
You were on Fifth On.
We did Fifth On, and then I remember this was around the time my first daughter was born.
I was also doing work with Robert Kutcher, who's leading 8th edition.
I had been looking through that file and offering him card ideas,
and he was super happy to hear some of the reprints I'd come up with for that.
So I've been working with other people on stuff in that department.
But I remember I was home on paternity leave in 2003,
and Randy stopped by my house.
Randy Buehler was the director of R&D at that time and said,
Hey, we've got an open designer position.
Do you think you want it?
So that's my memorable milestone for what happened next.
I'm not sure if you have something else you remember.
Yeah, my memory of it was
we had an opening
and I was just blown away.
I thought you did an amazing job on Fifth Dawn
and I just remember
talking with Randy and saying
I was trying to express how much potential I saw
in you as a designer.
I mean, I've had a lot of people
on design teams. You, you, you probably had one of the best, like first design teams ever
I'd ever seen. Like, like you made two of the major mechanics in the, in the set and
your contributions were just through the roof. So, um, I was just very impressed. I thought
your design skills were great. And in fact, so the plan was, I'm always kind of trained, like, trained the next me, essentially.
Trained the next designer.
And so you were my protege for a little while.
Yeah, so I came to R&D when Randy gave me the offer.
I was super happy to be able to do that.
But then I wasn't actually, I came in,
I wasn't working that much on Magic
when I first started to R&D.
I got put on the G.I. Joe TCG,
which I really enjoyed working on
as a lifelong fan of the G.I. Joe cartoons
and the toys and whatnot.
That was kind of fun.
We used to do a whole bunch of different games,
besides just Magic and Duel Masters.
A lot of trading card games.
The TCG team did a lot of stuff. We had a Harry Potter game, and there was a baseball and of different games, besides just Magic and Duel Masters. A lot of trading card games. The TCG team did a lot of stuff.
We had a Harry Potter game,
and there was a baseball and a football game.
So there was always tons of other card games.
I also spent a lot of time working on
Axis and Allies miniatures early on,
and I worked on Hecatomb and Dreamblade
and all these other weirdo games
that never lasted.
But they were fun,
and they certainly taught me a lot working with all these other weirdo games that never lasted. But they were fun, and they certainly taught me a lot
working with all these other designers.
Then I ended up coming back to Magic pretty much full-time
when you kicked off the Ravnica team.
Right, right.
Yeah, you were in Ravnica.
Yeah, I was actually one of your bigger allies when it came to...
Oh, trying to do the guild model?
The guild model, split the colors up in a strange way.
Yeah.
Yeah, right, so I think what was going on was I was trying to train you,
so I was trying to get you on as many design teams as I could.
And that's around the time of Ravnica.
Yeah, so I skipped, I mean I worked on
Trifton and I skipped working on all of Kamigawa
block. And then I
came back and started working on Ravnica.
Interesting, me too.
I didn't work much on Kamigawa block.
I was on the development team for Kamigawa.
That's the only thing I did on Kamigawa block.
I played a bunch of FFL with it but I didn't have much contribution on the development team for Kamigawa. That's the only thing I did on Kamigawa blog. I played a bunch of FFL with it,
but I didn't have much contribution on the design side.
Okay, so you're on Ravnica team.
So when...
So the next step was
you got promoted to head developer.
Is that the next step?
So I ended up...
I was on Ravnica design.
I was on Guild Pack design.
And then I got to lead Dissension design.
And then...
I mean, I had to eventually lead Lorwyn.
The next year I was on Time Spiral design.
I didn't touch the next two sets,
but then, yeah, I started leading Lorwyn.
And then it was sometime in that time,
between leading the design of Lorne
and leading the development of Shadowmoor
that I got promoted to
the development manager
position I guess
was what it was at that time
who's in charge of all the playtesting
and what not
I didn't keep that job for very long
because it wasn't that
too long thereafter that I got promoted to director.
Yeah.
Yeah, that was Randy.
Randy left and you took Randy's position.
Right.
Randy had moved off to do some digital stuff, start up another department.
And then there's just kind of this vacuum with no director for several months in the
department.
Bill was kind of trying to lead everything himself.
And then a bunch of us interviewed for the director position.
I remember interviewing for that with Randy and Bill.
And I got that around 2000.
This is when my second daughter was born so to be about 2007 when I found out that I got
that job and that's more having children's good for your uh your uh your my career yeah
that's basically the job I've been in since then uh I got I got promoted just you know titularly
to uh vice president of design just this past year,
but it's the same role.
I still report to Bill.
I still have all the designers in my work chart.
So explain what do you do?
As the average person might not know, what do you do?
Yeah, the average person might not know, I'm your boss.
Yes, you are my boss. That is true.
You used to be my boss.
That's kind of a funny twist.
I oversee, generally, the design of every Magic card that comes out of the department.
And sometimes that means being very tactical and leading sets and teams myself,
but often it is just a constant review process, thumbs-upping a bunch of things,
helping decide direction on which
settings and worlds and mechanics
and what we want to use, and then letting people go and do
their thing.
Oversee the play design team as well
to make sure that they're
churning out awesome play formats.
And then
we've since moved the editors back into my org as well.
So pretty much anyone who's touching Magic Cards
or the creation of them from a gameplay perspective
is my responsibility.
Sure.
Right now I'm leading a team.
That's a lot of fun.
Oftentimes it's just a lot of more business meetings,
which is not as fun um try to sneak in
and do a couple drafts a week or something like that to keep my hands on stuff but mostly it's
you know find good designers let them loose keep an eye on them to make sure they're doing the
right things and uh let the magic happen.
So, okay, so, and you just celebrated, when's your 20th?
My 20th is 2021.
Oh, 2021, okay.
Yeah, I've been learning for... Almost 20 years.
October 2001 was when I started, so almost 20 years.
All right.
So, what do you think is your biggest influence on magic?
So I think it stemmed from when I got put in charge of designing M10.
And I was trying to figure out where I think magic may have deviated a little bit
from why I fell in love with it.
And I think my biggest contribution
has been a doubling down on resonant top-down design
everywhere we can do it.
It started in the core set with individual cards.
It kind of ended up bleeding into set flakes in the card in the start
that we did shortly thereafter.
But that is why magic is enjoyable.
It's not about complex rules interactions.
It's not about the zone-changing effects, two-for-ones or whatnot.
It's about bringing fantasy to life through the interactions of these cards
and things like that.
And this has been kind of my M.O.
You know, that's how we can keep the game fresh and fun and inviting for players.
So that's been my, I think, my biggest contribution to keeping the game going as long as it has.
So, by the way, when you said M10, just for those who don't know, Magic 2010 is the set
he's talking about.
Yeah, so Magic 2010,
the corsets were all reprints
for years and years
and their sales
have been kind of tailing off
over time.
So our brand manager
for the expansion before that,
which was 10th edition,
decided, oh, we're just going to make it blackboarded.
So they'd all been whiteboarded ever since Revive back in, like, 94.
And they were all, you know, they just felt like second-rate citizens,
all these whiteboarded reprints that no one was that interested in.
They decided, okay, we're going to make it blackboarded in 10th edition.
Then when I got in charge of putting charges in, the set that was going to come after that, 11th edition,
it was like, how are we going to one-up that?
And so just the idea of throwing that out.
We don't need all reprints.
That's not how this set should be built.
We should be able to make new things to do the things we want better than any existing cards do.
So that was kind of a big paradigm shift in how we made those sets.
And it went over super well.
And at the same time, we revamped a lot of the rules,
changed the terminology, introduced things like Battlefield and Exile,
things that kind of just play into that same philosophy for me,
just make the game evocative.
Use words that help you tell stories while you're playing.
And that way the game just feels more alive and more fun.
Good philosophy.
Yes, you've been an awesome partner at bringing that to life.
I do like resonance.
Okay, so
of all the things
you've worked on,
let's say other than Magic 2010,
because you just talked about Magic 2010,
of all the other projects you've worked on,
what emotionally has the
warmest spot in your heart?
Hmm.
Can you do a quick rundown
what are sets you've led
just so they're aware
like fifth
um
Descension was my
first design lead
I haven't led that many
sets honestly
Descension
Magic 2010
Magic 2011
um
Morwen
I led the development
of Shadowmoor
I led the development
of New Phyrexia
and
I led the design of M Phyrexia, and I led the design
of M15.
That's about it.
And a set
in the future!
Right, a set in the future. I mean, that's the one
I am currently most enamored with
and have the highest level of emotional
attachment to. We can talk about
that.
Yes, in the future we can talk about that so yes in the future we can talk about that um
i mean more when there are things i love about it and things that you know make me cringe looking
at it now the same is true of shadow more it seems true of most of that stuff new phyrexia as well
yeah i mean i do i mean i do regret phyrexia mana sure, which is just one of the all-time easiest mechanics to pick on, for sure.
But I think otherwise, I love a lot about that set.
The mandate from Eric Lauer at the time,
who was the development lead, was,
you know, while I'm developing this,
don't worry about making cards that play into themes all that much.
Just try to make independently powerful cards.
So I did, you know, cards like Karn and the Praetors and whatnot.
They're just kind of all-time greats.
Batter Skull, these cards are memorable and powerful.
And that set did really, really well.
By the way, you've been on a lot of sets. You were naming
sets you've led. Yeah, I've been in a lot of them. I worked on
M19, I worked on M20, I worked on Eldraine.
I love stepping out of the
meeting rooms and getting back into the card design discussions.
I still have a passion for that.
I still play a lot of Magic on Arena,
and I even reinstalled Mitko since we've been stuck at home.
So, I mean, I am often impressed at how much I enjoy the things we are making,
despite me having played this game as much as I have for 20 years.
So I know we're continuing to do a good job.
Even I, who is living and breathing this almost 24-7,
can't wait to play with the next set or the next thing we've made.
Okay, so I'll tell you
one of my favorite things
that you had done
is so you were on
the Time Spiral team.
Yep.
And so one of the things
on the Time Spiral team
is I came up with
this crazy idea
to have the bonus sheet,
which was,
there was, you know,
a sheet of just cards
from the past
because the flavor
of Time Spiral Block
was past, present, future.
And so the first set, Time Spiral, was about the past.
So Aaron, you got put in charge of the Time Spiral sheet, which was 121 cards, I think?
Yep.
And you spent so much time on that, just like trying to build like the perfect sort of sheet of old cards?
sort of sheet of old cards?
Yeah, I have.
And once it got published,
Bill Rose gave me a framed copy of it that I still have in my den at home.
Yeah, it was a labor of love for sure.
And it encapsulates a lot of my experiences with the game.
Just when I started playing,
I would play with my roommates in college. I would play with guys at the pick-up duty. And I would play with the game. When I started playing, I would play with my roommates in college.
I would play with guys at the pick-a-doodling union.
I would play with my brother.
A lot of these people were not at all
tournament players.
I hadn't really gotten exposed to the
spiky, min-maxing tournament crowd
until the guys from CMU,
Andrew Cunio and Eric Lauer
and Mike Curie and Randy started
coming by the Pitt Student Union.
So we were all just goofing around all the time, all making casual, ridiculous decks,
humongous decks with way too many cards in them, trying to pull off absurd combos, trying
to figure out how to use bad cards in decks or cards no one else liked.
So I do think that experience, those few years
I spent playing that way before I got into the
tournament scene, have been really
informative to how I
view the game
now. That stuff is still fun
and important to get right. It's not just about
can we balance a mini-game, can we
tune numbers on a card to make
sure it's showing up at the right percentages
in standard or whatever.
It's like, are we making stuff that just captivates you
and wants you to try it and wants you to laugh while you're playing
and stuff like that.
So, yeah, the time-shifted sheet, you see the Goblin Snowman
and the Spitting Slugs, all these goofy cars, Uncle István.
It's all the stuff that we remember laughing about
and having
a good time with back in 1995 or whatever i wanted to put that back in booster packs yes squire
oh yeah squire i don't think anyone ever enjoyed playing with squire that one was
always there to raise the hackles a little bit
squire was there mostly as like a,
hey, the good old days weren't all good, you know?
A lot of people are very, very wistful
for how awesome magic sets used to be.
And I'm like, yeah,
they used to put these cards in there.
No one remembers those.
Did you put Oratog on the sheet
just to sort of like,
just to make Squire that much worse?
No.
I don't even think I drew the
connection that those
two were almost
one was strictly
better than the
other
yeah
or a Todd was
just a car with
a funny illustration
that I
can remember
people trying to
build decks around
stuff like ranker
or whatever we
sacrifice all the
it was always just
a funny little guy
so no that was
not that
that uh
i don't think squire needed the direct comparison for people to get it so that was just coincidence
um so we don't have too much time left so i'm is there any fun magic stories that you would
like to share of from your your 20 almost 20, 20 plus if you count Outside Wizards?
A couple other things that I'm proud of having a hand in.
One is Planeswalkers.
I'm sure you've told this story several times, but... Well, let's hear your version of the story.
Oh, I don't, I mean, I just remember having to,
they were going to be in Future Sight.
Yeah.
I think they were too hard to pull off,
even for that set.
So we bumped them to Lorwyn,
so they suddenly became kind of my purview
to help get right.
And just you and me and a bunch of other people,
Devin Lowe springs to mind
as the guy who was developing that set.
Eric was there too.
Just how much work it was
and how fortunate we were
to get that first batch
as correct as we did.
Those cards are at a power level
that is almost exactly right.
There's just so many knobs
and numbers and words that are on them
that kind of paved the way
for those cards to be a successful
and important part of our game and our IP ever since.
We could have easily screwed those up a hundred different ways.
And I just, I mean, I remember we had ones that played like robots
where they just kind of kicked through like a saga almost,
but it started back at the beginning whenever we got done.
There was a bunch of different
other things we tried.
I remember the initial batch
was all like named
after characters
from Midsummer Night's Dream
or something like that
from Shakespeare.
It was like
over on it.
Yeah, Fendari or something?
But yeah, that was
that was an exciting
seminal moment in magic
to be a part of.
And the other one was kind of when we fell into New World Order.
I distinctly remember going to the employees.
We have employee pre-releases for every set where hundreds of people get together on a Friday afternoon.
I think back then they were kind of after hours, but we get have our own preview release we have a giant space where there's you know
two or three hundred people playing with new cards went to the morning tide
employee preview release and Lorwyn on the heels of time spirals kind of when we
were at our worst of like how many onboard tricks we were willing to put on
cards how complicated we were willing to make board states.
And I remember a guy from the organized play team opening up his pack and fanning out his
cards and he gets the Elvish Warrior, which is a 2-3 vanilla.
And he has finally a card with no text on it.
It was just draining for people
to play through these games.
And they would play one game and leave,
or play one match and leave
because they got wrecked by a Meboy Kingling
turning their something else into something else.
And it was just, you know,
they were just not enjoying the burden
that all this stuff.
And I think we as designers
were kind of immune to,
we actively enjoyed it.
You know,
like,
look at all these cool things
all my cards can do.
But we came back
right after that
and sat down and said,
we need to do something
different here.
Like,
this is not working
for the Graveyard audience.
We need to tone it down.
And that led to the
several meetings
we had about
whether it became New World Order where we kind of did turn it down.
And it's a great success.
Figured out the right level of that stuff to have in any given game.
So anyway, I'm approaching work, as it will.
Say hi to everyone for me. I will, I'm approaching work, as it will. Say hi to everyone for me.
I will, I will.
So anyway, I want to thank you for having me on, and it's always fun.
One thing for me that's fun about calling people on is just talking about these stories that, like, for a long time, they go, yeah, I remember that.
Yeah.
It's been quite a while.
I remember that.
Yeah.
But anyway, I just want to thank you for having me on.
And for everybody else, I'm at my den.
So we all know what that means.
This is the end of my drive to work.
So instead of talking with Aaron and talking magic, it's time for me to be making magic.
So thanks for joining me, guys, and I'll see you next time.
Bye-bye.