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Roll for Initiative: The Story of Margaret Weis Productions

Once upon a time, in a land full of dragons, dungeons, and dice, there came a publishing company that knew how to turn compelling stories into powerful gaming experiences. And at the heart of it? A legendary name in fantasy: Margaret Weis.

Introduction: When Authors Become Alchemists

When most people hear “Margaret Weis,” they immediately think of epic fantasy, noble warriors, and enough Dragonlance novels to fill a bookshelf and then some. But what many might not realize is that Margaret Weis didn’t stop at co-authoring one of the most beloved Dungeons & Dragons settings of all time—she also founded a game publishing company that made waves in tabletop RPGs.

That company? Margaret Weis Productions, Ltd. (Or as the cool kids say, MWP.)

This blog post dives into the history, highlights, and legacy of MWP. Buckle your seatbelts, because we’re jumping from Krynn to the ‘Verse, from Cortex dice pools to Wizards of the Coast licensing drama all while Margaret Weis Productions carved out a distinctive niche in the RPG multiverse.

Origins: From Dragonlance to Publisher Extraordinaire

Margaret Weis had already achieved fantasy stardom by the time she decided to step into the realm of publishing. Alongside longtime collaborator Tracy Hickman, she co created Dragonlance, a setting and novel series that became one of D&D’s crown jewels. But in 2004, Weis went beyond writing and co founded MWP, officially taking her seat at the RPG publishing table.

And no, she didn’t just slap her name on a vanity press. Margaret Weis Productions was a serious contender, attracting top tier talent and producing acclaimed RPG systems and settings.

“We wanted to tell stories, and we wanted to give others the tools to do the same.” — A paraphrased but totally believable Weis quote

The Cortex System: Dice Pools, Not Deadpools

The mechanical backbone of many MWP games was the Cortex System a flexible, narrative friendly RPG engine originally created by Jamie Chambers. Cortex used variable dice (from d4 to d12) representing different attributes, skills, and traits. Instead of adding values together, players rolled multiple dice and picked the best two, promoting a cinematic and story rich feel.

Imagine a system where your snarky pilot’s charm (d10) and inappropriate timing (d6) combine to talk down a space mafia boss. That’s Cortex.

Later iterations like Cortex Plus and eventually Cortex Prime pushed this flexibility even further, allowing the system to be tailored for everything from superhero showdowns to tense espionage missions to (yes) angsty teen vampire drama. No, seriously.

Firefly and Serenity: Flying Through the Black

In 2005, just as Joss Whedon’s Firefly was achieving cult status faster than you can say “shiny,” MWP landed the license to produce the Serenity Role Playing Game. Fans eager to return to the ‘Verse were treated to a game full of grit, Western aesthetics, and browncoat camaraderie.

The Serenity RPG used the original Cortex System and focused on character driven storytelling over combat heavy crunch a design philosophy that would define MWP’s approach moving forward.

Fast forward to 2014, and MWP had secured the broader Firefly license (as opposed to just the Serenity movie). This allowed the company to explore more of the ‘Verse with modules, campaign books, and supplements like:

  • Firefly RPG: Core Book – A gorgeously laid out system update using Cortex Plus
  • Smuggler’s Guide to the Rim – For those who like their credits fast and their moral ambiguity faster
  • Things Don’t Go Smooth – Spoiler: things didn’t

Superhero Shenanigans: Marvel Heroic Roleplaying

One of MWP’s most ambitious and critically acclaimed games came in 2012 with Marvel Heroic Roleplaying. With the MCU rising faster than Hulk’s blood pressure, this was a golden opportunity to redefine superhero RPGs.

And redefine they did. MWP didn’t go the traditional D&D route of powers and stats. Instead, Marvel Heroic used Cortex Plus to create a narrative driven experience where Spider-Man’s “Wisecracking Webslinger (d10)” trait might be just as important as his super strength.

The game encouraged players to lean into comic book logic dramatic turns, emotional scenes, and creative problem solving were baked into the mechanics. The Event Books (like Breakout and Civil War) allowed groups to play through iconic comic arcs while still leaving room for personal twists.

Despite heaps of praise including an ENnie Award for Best Rules the Marvel license was short lived. Rights were always a tricky beast, and the game was discontinued in 2013.

But in typical comic book fashion, the legacy refused to stay dead.

Leverage and Small Screen Brilliance

MWP didn’t stop at superheroes and space cowboys. In 2011, they released the Leverage RPG, based on the TNT crime drama of the same name. This was peak “caper crew” storytelling, and the Cortex Plus system was once again a perfect match.

Each player took on a classic heist archetype Mastermind, Hitter, Grifter, Hacker, or Thief and plotted (or winged) their way through stylish jobs. Think Ocean’s Eleven, but with more quipping and fewer tuxedos.

Leverage got kudos for capturing the show’s tone, its focus on ensemble play, and for being ridiculously fun. The game encouraged collaborative planning and player creativity over rigid mechanics a consistent design philosophy across MWP’s titles.

Other Licenses and Curiosities

Over the years, Margaret Weis Productions handled a buffet of licenses that made geek hearts flutter:

  • Battlestar Galactica RPG (2007) – Released during the BSG reboot’s peak popularity, this game added paranoia, survival, and toaster related existential dread into the mix.
  • Smallville RPG (2010) – Before CW’s DC Universe exploded, MWP tackled teenage Clark Kent’s early years with a game focused on relationships over powers. Radical and surprisingly heartfelt.
  • Supernatural RPG (2009) – For fans of the Winchester boys, rock salt, and unexplained demonology.

Each of these used the Cortex or Cortex Plus system in tailored ways highlighting MWP’s knack for customizing mechanics to match the soul of the source material.

The End of an Era (Sort Of)

By 2015, MWP began winding down active game production. While no scandal or disaster caused the shift, it became clear that the business of maintaining multiple licenses, developing custom mechanics, and publishing full scale RPG lines was a lot even for a company of seasoned storytellers.

The final major act? Passing the Cortex torch.

In 2016, Cam Banks, a longtime Cortex designer and MWP stalwart, acquired the rights to the system and launched Fandom Tabletop (later Dire Wolf). The newly dubbed Cortex Prime was funded through a successful Kickstarter and remains a living system today.

Margaret Weis Productions officially shuttered its RPG publishing division shortly afterward, turning its focus back toward novels and storytelling in more traditional forms. Margaret herself returned to co writing Dragonlance novels with Tracy Hickman (because the multiverse always needs more epic fantasy).

The Legacy: What MWP Gave Us

MWP never aimed to be the next Wizards of the Coast. It was a smaller, nimbler company that specialized in story forward, genre savvy games with heart and humour. They took licensed properties seriously matching tone, themes, and fan expectations in ways that felt like love letters rather than soulless cash ins.

Their greatest contributions?

  • Narrative driven RPGs that didn’t sacrifice mechanics
  • Cortex as a customizable toolkit for designers
  • A thriving creative ecosystem of developers and writers (many of whom now work on today’s biggest games)
  • Proof that licensed games can be good, really good

Also, they helped pave the way for today’s story game renaissance. Without MWP, we might not have seen systems like Blades in the Dark, Forged in the Dark, or even Powered by the Apocalypse become mainstream so quickly.

Final Thoughts: Roll Credits

Margaret Weis Productions was never the biggest RPG publisher. But like a well built bard or a charismatic rogue, it left a lasting impression. Whether you were flying with Serenity, throwing down with Iron Man, or hacking security systems with Leverage’s crew, MWP invited you to tell stories that mattered ones driven by relationships, drama, and just the right amount of dice based chaos.

So here’s to Margaret Weis and her ragtag band of RPG visionaries. You might have flown off into the black, but your legacy continues to inspire players and GMs who believe stories come first.

Now, if you’ll excuse me, I need to find my d12. I think it’s labeled “Melodramatic Flashback Scene.”

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