Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, April 18, 2016

Empire of Imagination

Cover image for Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons by Michael Witwer, 242 pages

It is hard to describe how mythical a figure Gary Gygax was for gamers who grew up in the '80s.  Gygax was tied to TSR, the publishers of Dungeons & Dragons, in the same way that Steve Jobs was tied to Apple - in the public imagination, the two were impossible to separate.  Although other RPG publishers like Steve Jackson at Steve Jackson Games or Kevin Siembieda at Palladium were also strongly identified with their brands, TSR's flagship line was synonymous with the hobby itself, like Kleenex and tissues - nerdy kids were "playing D&D" even if they were really playing Cyberpunk 2020 or Call of Cthulhu.  And then, quite suddenly, he was gone, ousted from control of the company, and then, with AD&D Second Edition, gone from the books as well.  Rumors and gossip whispered of bruised egos and financial mismanagement.  Gygax spent a decade on the margins of gaming before eventually transitioning into the respected role of founding father.  The story of how Dungeons & Dragons was created, how it grew under Gygax's care, and how he eventually lost control of it is the central story of Empire of Imagination.

Witwer uses a unique writing style.  Each chapter is only a few pages long, and begins with a vignette, more or less fictional, then places the vignette into the broader biographical context.  For example, Witwer does not describe Gygax's increasing problems in his career as an insurance adjuster, some of them related to his preoccupations with gaming, climaxing in his firing - instead Witwer describes Gary arriving on the front porch of his family home, jug of wine in hand, contemplating how to tell his wife that he has been let go, then backtracks to describe his problems at work and finally summarizes his attempts to deal with his new situation.  This creates numerous problems in addition to being annoying in repetition - in the chapter describing the breakup of Gygax's first marriage, some of the blame is placed on his "escalating use of cocaine", which is the first and last time this cocaine use is mentioned.  Some of these problems raise questions about the depth of Witwer's research, with most of the material seemingly culled from printed interviews of Gygax.  Possibly as a result, Witwer treats Gygax's attempt to deny Dave Arneson royalties on AD&D as at least possibly legitimate, and doesn't mention that, in addition to the ongoing legal feud with TSR, Gygax's Dangerous Journeys was hopelessly unfashionable at the time of its release, a dice-, statistics-, and rule-heavy game at a time when White Wolf's Storyteller system, with its emphatic emphasis on drama and playacting rather than die-rolling and rules, was the new cool kid in the neighborhood.  More seriously, major conflicts, notably that between Gygax and Lorraine Williams, which resulted in Gygax leaving TSR, become incomprehensible.  Some of his may not be Witwer's fault - there may not be any clear facts about the rift between Gygax and Williams, only conflicting accounts - but there has to be something more substantive than vague allegations that Williams was overheard making disparaging comments about gamers and a belated acknowledgement that Gygax may have publicly insulted her at a convention.

There are good things about Empire of Imagination - Witwer is excellent when it comes to retelling amusing anecdotes.  It is fun to relive Gygax's childhood exploration of an abandoned mental institution armed with a flashlight and a hatchet.  It is gratifying to learn that silly fantasy names have been a part of D&D from the beginning - characters in Gygax's first campaign already had names like "Ahlissa" and "Robilar".  Unfortunately, the entire book is built on anecdotes.  The result is a work that is easy enough to read but provides little real insight into its subject.

Monday, November 30, 2015

Escape From Mr. Lemoncello's Library

Escape From Mr. Lemoncello's Library by Chris Grabenstein, 291 pages

After more than a decade with no library in town, the new library is planning its grand opening.  Kyle, along with eleven other kids in his grade have won the chance to have a lock-in at the new library and get a preview before the actual opening.  Kyle is excited because the man who paid for this library, Mr. Lemoncello, is a huge gaming mogul.  He is the creator of almost all of Kyle's favorite games.  The kids have a lot of fun at the lock-in but find out the next day that the real game has just started.  They have 24 hours to find a way out of the library.  The first person to succeed will win a fantastic prize.  Then the real fun begins.  This is a fun book with several puzzle games that the readers can figure out along with the characters.  I really enjoyed it and would recommend it to any kids who like realistic fiction or figuring out puzzles and mysteries.

Wednesday, August 27, 2014

Panic

Panic by Lauren Oliver
408 Pages

 In the small town of Carp, graduating seniors play a game called Panic, in which the winner can get $50,000 and the losers can get death.

To learn more about the book read Krista's review.  I though that for a young adult book it was fairly good with the expected attitude that all adults are stupid or cruel. 


Thursday, April 10, 2014

Panic



Panic by Lauren Oliver   408 pages

Panic is a game played by the just graduated seniors in Carp.  Not all of them play, but all of them are eligible.  Every student in the high school pays a dollar every school day so the prize every year is usually at least $50,000.  Heather has never intended to play but the night it starts her boyfriend breaks up with her and starts dating someone new and Heather decides at the last minute to participate. Dodge has been planning to participate since his older sister was injured when she played two years ago, but he doesn’t care about the money, he cares about getting revenge.  He blames another player for his sister’s injury, and that boy’s younger brother will be playing this year.  I really liked this story.  I felt it really spoke to the human condition, especially from a teen perspective.  I also liked how various parts of the story are revealed slowly throughout the book.  I think that most teens, boys and girls, would really like this book.