Donald J. Bingle September 2021 Newsletter |
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Assuming pandemic restrictions don't get worse, I plan to attend Origins Game Fair September 30-October 3 as a participating author in the Origins Game Fair Library. That means I'll be participating in panels and selling books, including my Dick Thornby spy thriller series and the books in The Love-Haight Case Files series co-authored by Jean Rabe. Along with panels and such (more on that in a moment), one of the cool things about the Library is that it puts out an anthology each Origins as a kind of souvenir and sampler all at once. There have been anthologies about Robots! and Monsters! and Dragons!, etc. This year's anthology is simply entitled Origins! and includes a tale (not available elsewhere), which is set in the world of The Love-Haight Case Files before the events of Book 1. You can find it and me in the Library section of the Dealer's Room. And, here's my panel schedule for Origins: Thursday, 4pm: Believable Characters Friday, 11am: Ask Me Anything Saturday, 11am: Beta Readers and Critique Groups Saturday, 5pm: How Did I Get Here? |
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| | GAMES THAT KILL!!! (a blog post from January, 2012) There are plenty of games out there that kill people. Those of you who read my my recent blog post on “The Future of Gaming” or who caught my article “Proud to Be a Roleplaying Gamer,” know which games those are: games like football, hockey, boxing, and ... good gosh ... even competitive cheerleading. If you aren’t killed, maimed, or paralyzed during the actual playing time of the sport, itself, where an ambulance stands at the ready due to the looming specter of physical disaster, there are always the risks associated with brain damage from repeated blows to the head, the possibility of suicide out of disappointment in not making the pros or the team, or even some whacked-out mother that will murder you for taking a spot her child deserved. Funny, though, that roleplaying games are the ones that always seem to get the attention of the media—always ready to frighten the citizenry with yet one more danger to terrify the masses and propel the reporters to increased ratings. Heck, there was ... maybe still is ... an organization dedicated to warning the world about the dangers of roleplaying games: BADD (Bothered About Dungeons & Dragons). You may be smiling as you read this, but ask any gaming dinosaur you know about the early days of their gaming and you will hear stories about people proselytizing to them because they are worried gamers are Satanic for playing “that game” or how when they talked about their roleplaying game experiences, people would say: “Isn’t that the game where that kid got killed playing in the steam tunnels?” Yes, people actually asked that all the time, all based on some publicity about James Dallas Egbert III, a Michigan State University student, who was feared to have died in the steam tunnels playing Dungeons & Dragons. An actual story, except for the fact that James Dallas Egbert III wasn’t playing D&D in the steam tunnels, he didn’t die in the steam tunnels, he wasn’t dead at the time of the stories (he died years later), his problems were related to drugs and issues with his parents over being a child prodigy, and he was a seriously messed-up kid who got further messed with by people who had nothing to do with gaming. If you want to get the all the details, I recommend reading The Dungeon Master, by William Dear, the detective brought in to find the kid—I’ve reviewed it on Amazon. There you can read all about why some people mistakenly thought they had played with James Dallas Egbert III at GenCon after he went missing, but actually hadn’t, how he led the detective on a merry chase, and how he later committed suicide in his own living room. A similar reporting debacle almost broke out after the Columbine massacre in Colorado, where very preliminary reports about the shooters identified them as being into gaming. Since I had lived in Colorado for a few years before the shootings (though I was actually back in Chicago when they occurred) and was a prominent gamer, I actually got a phone call, from a reporter at The Washington Post as I recollect, asking me if I could confirm that the shooters were roleplaying gamers. Their names meant nothing to me, but having been involved in BenCon, a charity gaming convention, and knowing people involved with the DGA, which puts on Ghengis Con in Denver, I was able to quickly connect the reporter with someone who had the attendance records for every Denver gaming convention for the previous decade and was able to authoritatively confirm that these murderous jerks had never attended a Denver gaming convention and were not known as gamers in local circles. The alleged gaming connection to the story faded away and I’m happy it did and hope I helped that happen, but even if the killers had been gamers, there would have been nothing inherent in gaming to make them so. No, aside from a sedentary life-style, accompanied by copious amounts of sugar, caffeine, and salty-crunchies, which can result in weight-gain, roleplaying games, card games (aside from poker played for real money), and board games don’t generally lead to violence or injury. I got bit by a seeing-eye dog while playing a board game at a convention once (I suspect someone accidentally stepped on or put a chair leg down on the dog’s foot under the table) and a few angry expletives have been flung into the air during a closely fought match of gaming wits, but nothing really to excite the press. My gaming life has been pretty dull, real-life danger wise ... except for one dark wintry evening ... forty years ago ... in 1981. I got a Dark Tower board game for Christmas and quickly became addicted to it, as did my wife, Linda, and my brother, Rich. We played it for hours on end over Christmas at my aunt’s place in Ohio, then back in Naperville, Illinois in the cold, dark weeks following—one of the coldest winters the greater Chicagoland area has ever known (since the Little Ice Age, anyhow). Though primitive by today’s standards, Dark Tower was a cool concept—a simple trek on the board through four kingdoms searching for keys to assault the dark tower and battling brigands (or boogens as we came to call them) and finding treasure and slaying dragons and magically cursing other players, all controlled by a tower which turned to face the player whose turn it was and accepted secret inputs of his actions and displayed via spinning a plastic cylinder of pictures and displaying a two digit LED screen the results of his/her actions, accompanied by musical cues and sound effects. (Check it out on google or ebay—they go for upwards of $300 these days.) Linda, Rich, and I were playing Dark Tower, along with Linda’s sister, Sue, into the wee hours of the morning one weekend in January 1982—game after game after game. The tower trumpeted “Ta-dah, Ta-dah” and the cylinder of pictures spun and spun until finally, at the darkest, most frigid hour, the two D batteries began to falter. The “Ta-dahs” decreased in speed in pitch. The whir of the motor slowed to a tedious growl. We had played the game to total battery discharge, but still we wanted more. We searched the junk drawer, the refrigerator, and various other electrical devices, but no fresh D batteries were to be found. That’s when Rich and Linda decided they would walk to the local White Hen, six or so blocks away—the only store remotely likely to be open at that time of night—to buy some fresh D batteries and save our gaming. I don’t remember why we couldn’t take the car—maybe the snow was too high and the driveway not yet cleared. The only way to get batteries was to walk through the snow in the black early a.m. in temperatures in the negative teens or worse (yes, Fahrenheit) before wind-chill, in a whipping breeze and pray that the store would be open, that the store would have D batteries, and that no one would die of exposure or frostbite on the way there or on the way back. I, of course, did not go. I have a strong sense of survival, a fair amount of common sense, a history of frostbite from a young age, and a phobia about hypothermia. (Sue, a less rabid gamer than the rest of us, also declined.) But Rich and Linda decided to make the trek. And I, I am sorry to admit, was willing to let them go ... to let them risk life and limb (yes, actually “limb” is correct in this frostbitingly frigid context) ... for my gaming satisfaction. According to Rich, it hurt his lungs to suck in breath as they ran down the middle of the deserted streets to White Hen on the quest for batteries. Though this incident was, in some ways the inspiration behind my story “The Quest” in Fellowship Fantastic, later republished as part of my Writer on Demand series volume Tales of Gamers and Gaming, the rest of this non-fiction tale is, to my relief, anti-climactic (and, well, anti-climatic, too). Rich and Linda survived the trek and lived to game another day. This past Christmas, I pulled out the Dark Tower game, which had ceased working some years back, and fixed it up to work again (vinegar is great for cleaning the residue of leaked alkaline batteries, by the way) and we are playing Dark Tower once again. But if that dark, cold night had gone darker and colder, if Rich and Linda had fallen into the drifts of snow, their lungs frozen solid, their outstretched arms clutching at the locked doors of a closed White Hen Pantry Convenience Mart, well, that would be the only incident I can think of that could support the notion that games (as opposed to sports) can kill a gamer out of sheer fanaticism. So the next time you want to feel safe and secure and happy—play a game. Better yet, keep extra batteries in the house when you do so. | | |
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| | A New Story Platform; Grab a Story Set in September There's always something new on the internet and, while I'm not a techie or a first-adopter by nature, I try to keep tabs on what's new and, if it doesn't require too much effort or expense, at least try it out. That's how I ran across www.simily.co, which is a site where readers can go to find short stories by genre and the authors of those stories get just a bit of cash (two cents) every time someone reads one of their stories. You can get a free membership that allows you to read a few stories a month and a regular membership which allows unlimited story reads for less than seven bucks a month. I posted a few stories there, including one many of you may have gotten for free when you signed up for this newsletter, but I just recently posted another, which is set in the month of September, which you might want to take a look at. Yes, it's in one of my Writer on Demand TM collections, too, but this way you can get another taste of some of my shorter work to see if you want to get more through my collections and/or other anthologies. You can find my story here. I hope you like it. Did I Play in the World's First Role-Playing Game EVER? (a blog post from August, 2013) Despite the fact that I am heading off to my 34th GenCon shortly and that I was the world's top-ranked player of Classic RPGA tournaments for fifteen years (1985-2000), I've never really thought of myself as an early player of Dungeons & Dragons and, by extension, modern roleplaying games. After all, my first Dungeons & Dragons experience was in a camper in the parking lot of University of Wisconsin Parkside the night before GenCon XII in 1979, after I had already graduated from law school. And I had passed by a few groups playing the game during my college and law school years. So, while I was not at the leading edge of first players, I just tried to do my best playing classic tournaments, playing around 600 different characters in 460 tournaments in a wide variety of different game systems and settings, and winning 235 of those tournaments. (For more detail, see my RPGA and convention gaming and judging history at this old website.) My history in parliamentary debate (where the affirmative/government team sets the debate anywhere they choose in time and space and, therefore, can be considered a roleplaying type of debate) set me up for my roleplaying and, later, writing, career. But it was when I was writing my story "Second Banana Republic" for Sarah Hans' Sidekicks!, which is inspired by an event from my high school days, that I realized I may have actually played the first modern roleplaying game ever ... predating the publication of the Original D&D by several years. High schools, especially Social Science classes, are, of course, well known for their historical simulation events: The Continental Congress, Mock United Nations, etc. But I'm not talking about that kind of thing. I'm talking about something that had all the elements we all know and love about roleplaying games. What's my definition of a roleplaying game? A game in which each person playing plays a fictional, individual person (not a historical figure or a nation or an army) with a pre-established personality, skills, and items, interacting improvisationally with other fictional, individual persons similarly established who are played by other people, in a setting where events occur at pre-ordained times and places in order to prompt interaction, and where there are items and rules which govern non-verbal actions like fighting/attacks, etc., all moderated by a person who isn't playing the game. Historical simulations don't fit this definition. Neither do strategy, war, or board games. Military simulations can come closer, but are generally based on historical figures or unit operations. So, what was the game I played? I was in a Social Sciences class at Naperville Central High School (formerly Naperville Community High School) in Illinois. My best guess is that it was 1971 or spring of 1972, but it might have been a year or so earlier. The class was taught by Mr. Stephens, but he had an aspiring student teacher whose name I can no longer remember (one classmate says it was Brian Dilley, but I have no idea if that is right). In any event, this student teacher had to do a special project of some sort for his classwork, so he created a simulation-type game, except that it wasn't a historical simulation, it was a game based on a fictional South American country run by a dictator, except that the dictator had a personality description--all of the characters had personality descriptions and indications of what they thought of the other characters. One for every kid in the class. Mrs. Olson was the owner of a coffee plantation. The dictator's wife, Boom-Boom, was having affairs with a significant percentage of the male characters (and a minority of the female characters). The Archbishop had an illegitimate kid. The natives smoked peyote in the mountains, and on and on and on. Some of this information was not public, but some of the private information had been gathered by the dictator's brother and kept in a little black book. The characters had "influence" scores that could be combined to overthrow the dictator (but if their entry from the little black book was read out loud, their influence was cut in half.) Desks were re-arranged to represent various locations in the country (marked with little tents with the name of the location), some with special rules (e.g., you couldn't attack in the sanctuary of the cathedral, unless you were a member of the clergy, etc.) and there were slips of paper representing various kinds of weapons/attack (poison, gun, knife, etc.) and various defensive slips. You just had to hand someone an appropriate slip for combat to occur. I helped a bit on some of the character stuff, for which I got to pick the character I wanted. (I picked the dictator's brother, the guy with the little black book.) The day of the big game some representatives of the student teacher's college came to watch his big project unfold. Events were announced and player characters reacted improvisationally. I quickly overthrew my brother by way of assassination in collaboration with Boom-Boom, but the masses were against me, so I plotted an escape. First off, I decided to read the entire black book, so to halve the influence against me. The student teacher blushed as I began to read about all of the scandals and affairs in the book, telling me I could just skip the reading and he would adjust the scores, but I insisted on reading it all aloud. This, of course, incensed my opponents and caused a few raised eyebrows among the college officials. While I had a lot of defensive slips, I knew I was more likely to be killed than overthrown and none of the limited sanctuaries (the cathedral, the mountains, etc.) was safe from all my opponents. So I made up a card tent that said Switzerland and surreptitiously dropped it on the teacher's desk. When it was announced that the United States had delivered millions in foreign aid to the central bank, I went to the bank location and stole the funds (giving most of my defensive slips to the bankers as a bribe), then jumped up on the desk for the bank and leapt from desk to desk across the room while the crowd surged toward me to deliver attack slips. I arrived on the teacher's desk with only one attack having been successfully delivered (for which I had one "good for any attack" defense slip), grabbed the card tent and claimed sanctuary in Switzerland. A raucous good time and, I would say, a genuine roleplaying game experience. Interaction with player characters, pre-ordained events by time and space, combat items, attacks, and events occurring that the gamemaster never, ever planned for. This scenario could never be played in a high school today. But it inspired a story more than forty years afterwards. Happy to hear your thoughts on whether this was a true roleplaying experience or not. Also happy for any leads on that student teacher, if you know him and/or could find him, because I would love to get a copy of that scenario. ____________________ Keep scrolling down for more content, including promos and a review, in keeping with our gaming theme this month, of Ready Player Two by Ernest Cline. | | |
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My Three-Star Review of Ready Player Two Although I liked both Ernest Cline's Ready Player One and Armada quite a bit, I felt a bit of a let down reading Ready Player Two. It's not that Cline isn't a good writer or that the 80s cultural references in Two were any better or worse than in One (not that I'm that close to either, being a bit older than the target demographic for such nostalgia), but three significant things drew me away from being immersed in the storyline in this go around.? First, the book was too long by about eighty-five pages and eighty-three of those were in the first eighty-five pages of the book. Like me, you may have noticed that there are a fair number of authors whose books get longer and longer and longer once they've had a major success. Look at Tom Clancy's books, J.K. Rowling's Harry Potter series, or Stephen King's stuff (he's even re-released longer versions of some of his earlier books). There could be many reasons for this, but my guess is that because these authors are bigtime money-makers for the publishers, the editors are more deferential to the authors, or the publishers are in such a big hurry to get the book out to meet their quarterly goals or maybe just to make sure the unedited text doesn't leak to the internet, that they rush the whole editing process. The first quarter of Ready Player Two is, quite frankly, a slog and, worse yet, it does nothing to build sympathy for or relatability to the protagonist, making it actively counter-productive. Second, even though I'm probably not pop-culture-adept enough to get a lot of the eighties references in either of the Ready Player books, I felt much more like I was being led around and shown things rather than participating in trying to figure things out in the quest in Ready Player Two. Having been a highly-ranked player in tournament role-playing games (RPGs) back in the eighties and nineties, I know this feeling from certain tournament scenarios I played. In RPGs, the players can go anywhere and do anything they want and the gamemaster is supposed to adapt the game (adlibbing if necessary) to accommodate where the players want to go and what the players want to do. But sometimes, most especially when the author of an adventure is acting as gamemaster for his or her own stuff, the gamemaster forces the players to go places and do things they don't really want to do in order to show off all the cool stuff he or she wrote for those places. Gamers refer to that phenomenon as the scenario being too "linear." You are led by the nose, with no real choices as to what happens next. Books are, by their nature, more linear than RPGs because, well, the reader always has to go where the author takes them (unless you are reading a pick-a-path adventure). Still, I didn't feel like I was participating in the puzzle-solving of Two as much as in One; I felt like I was being shown a path, which did a lot to undercut suspense. Third, and probably most importantly, Cline realizes that he has to up the stakes in Two and contrives a way to do so. In fact he raises the stakes so high and creates a ticking clock timeline which is so arbitrarily short that it felt really artificial and forced. But, that's not really the bad part. The bad part is that given the stakes and the timeline, the characters simply waste waaaaaaayyyyyyy too much time, joking and posing and going off on ridiculous tangents. There's no real sense of urgency. You can't raise the stakes so much and then ignore them so much of the time. Yeah, I know Ernest Cline has been very successful and probably doesn't need or care about the review of a small time author like me. And, it's not that I didn't find parts of the book quite pleasant and even clever. It's just that I felt let-down by the sequel, which is a shame. |
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Donald J. Bingle is the author of seven books and more than sixty shorter works in the horror, thriller, science fiction, mystery, fantasy, steampunk, romance, comedy, and memoir genres. His books include Forced Conversion (near future military scifi), GREENSWORD (darkly comedic eco-thriller), Frame Shop (murder in a suburban writers' group), and the Dick Thornby spy thriller series (Net Impact, Wet Work, and Flash Drive). He also co-authored (with Jean Rabe) The Love-Haight Case Files series (a three-time Silver Falchion winning paranormal urban fantasy about two lawyers who represent the legal rights of supernatural creatures in a magic-filled San Francisco; Book 2 just came out). Don also edited Familiar Spirits (an anthology of ghost stories). Many of Don's shorter works can be found in his Writer on Demand TM collections. Get the audiobook version of Net Impact at Audible.com, Amazon, and iTunes and the audiobook version of Wet Work at Audible.com, Amazon, and iTunes. Full disclosure: Various links in my newsletter or on my website may include Amazon Affiliate coding, which gets me a small referral fee (at no cost to you) if you purchase after clicking through. |
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