Tolkien, article, books Ethan Gilsdorf Tolkien, article, books Ethan Gilsdorf

Huff Post "14 Holiday Gifts For Any Middle-earth Lover's Library" includes Fantasy Freaks and Gaming Geeks

Great news today! Huffington Post named Fantasy Freaks and Gaming Geeks one of "14 Holiday Gifts For Any Middle-earth Lover's Library."
I am honored to be in the company of these other fine books. The post says Fantasy Freaks and Gaming Geeks is "a moving and funny look at the saving grace and inspirational power of fantasy."

 

Great news today! Huffington Post named Fantasy Freaks and Gaming Geeks one of "14 Holiday Gifts For Any Middle-earth Lover's Library." 

I am honored to be in the company of these other fine books. The post says Fantasy Freaks and Gaming Geeks is "a moving and funny look at the saving grace and inspirational power of fantasy."

and:

"Journalist Ethan Gilsdorf travels around the world on a poignant and hilarious quest to rediscover his youthful love of fantasy role playing games and Tolkien. He explores Oxford, England (where Tolkien taught and wrote most of his books), Marquette University in Wisconsin (where he gets to hold manuscript pages from The Lord of the Rings) and New Zealand (visiting the locations where the film trilogy was shot). It's a moving and funny look at the saving grace and inspirational power of fantasy."

Thanks so much, Huff Post. Read more.

 

 

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Ethan Gilsdorf, events Ethan Gilsdorf Ethan Gilsdorf, events Ethan Gilsdorf

A Slide Lecture Adventure

Thursday Dec 5 I'll be reading / presenting/ geeking out at Tufts University, thanks to an invitation from the Tufts student Science Fiction Fantasy Society.

Thursday Dec 5 I'll be reading / presenting/ geeking out at Tufts University, thanks to an invitation from the Tufts student Science Fiction Fantasy Society, mysteriously called "Beyond the Light." I'll be showing some slides about my adventures through geekery and fantasy and gamery worlds. There will be a trivia contest, and some give-aways, and I'll sign books afterwards. I even heard there will be grub! Yee haw. Looking forward to it. Free and open to the public, too. More info here on my events page.

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Lord of the Rings, Middle-earth, fantasy, movies Ethan Gilsdorf Lord of the Rings, Middle-earth, fantasy, movies Ethan Gilsdorf

Viggo sees through the eyes of an outsider

[this originally appeared in the Boston Globe]

He’s best known for inhabiting a haunted and reluctant hero-king. But he’s also been a trailblazing thinker, a vigilante family man with a dark past, a Russian mobster, a swoon-worthy traveling salesman, and one of the last men alive on earth, determined to make sure he and a boy survive.

[this originally appeared in the Boston Globe]

He’s best known for inhabiting a haunted and reluctant hero-king. But he’s also been a trailblazing thinker, a vigilante family man with a dark past, a Russian mobster, a swoon-worthy traveling salesman, and one of the last men alive on earth, determined to make sure he and a boy survive.

Starring in these movies - the “Lord of the Rings’’ trilogy, “A Dangerous Method,’’ “A History of Violence,’’ “Eastern Promises,’’ “A Walk on the Moon,’’ and “The Road’’ - actor Viggo Mortensen assumes the shape of outsiders. His characters drift, wander, and resist the status quo. They eschew the spotlight. They forsake the obvious path to their fates.

That the actor is attracted to these roles - quiet, contemplative, often loners, men who conceal secret doubts, identities, and rages - “probably has something to do with who I am,’’ Mortensen says on the phone from Madrid. “I suppose I am conscious of being drawn to people who are a little different. Or who think for themselves.’’

On Monday, Brookline’s Coolidge Corner Theatre will honor Mortensen for his independent outlook. Its Coolidge Award annually recognizes a film artist who “advances the spirit of original and challenging cinema.’’

Mortensen, 53, says he simply craves “connections’’ and “experiences’’ - two words that frequently punctuate his drawly, meditative speech (as do ruminations on art and mortality). Guided by a thirst for off-kilter adventures, he seeks projects that make him feel alive.

“I just try to choose things that are interesting, that are going to challenge me, that are going to make me a little nervous,’’ says the soft-spoken, gravelly voiced actor. “Because I know what makes you nervous, what makes you afraid. It’s usually things you don’t know anything about.’’

Example: Mortensen recently relocated to Madrid to perform in a Spanish-language play called “Purgatorio.’’ “[I was] afraid I wasn’t up to the task as an actor,’’ he says. Yet he discovered, “as usual,’’ that the work with the most emotional challenges ended up being the most enjoyable.

That kind of risk-taking is what the Coolidge is rewarding. Denise Kasell, executive director of the Coolidge, cited the eclectic, courageous choices of the actor, who also paints, writes poems, shoots photos, sings, plays piano, and runs his own small publishing house. “He’s a very accessible gentleman. He’s an artist himself,’’ Kasell says. “He really understands and gets what we are all about.’’

“And he said yes,’’ Kasell adds. “It’s that simple.’’

This week, the Coolidge has been mounting a retrospective of Mortensen’s films, which continues through Sunday with a rare marathon of the extended editions of “The Lord of the Rings’’ trilogy, followed by a Monday afternoon screening of “Eastern Promises’’ - the David Cronenberg film that earned Mortensen a 2007 best actor Oscar nomination - and a post-screening Q&A with the actor. Then comes a sold-out award presentation Monday night.

Asking Mortensen about his ideals can elicit passionate responses. When questioned in a follow-up e-mail, “Who were your heroes growing up as a child, and who are they today?’’ the actor sends an astounding 800-plus word answer, listing childhood heroes that range from “my father, my mother, various horses and dogs’’ to Mahatma Gandhi, Thor, Jesus of Nazareth, Odysseus, Edson Arantes do Nascimento (Pelé), Jesse Owens, the crew of Apollo 11, Greta Garbo, Louis Armstrong, and Mozart, plus adult heroes including Noam Chomsky, Howard Zinn, Heraclitus, Lao Tzu, Anna Akhmatova, Queen Margrethe II of Denmark, Luis Bunuel, Matisse, Margaret Bourke-White, Larry Bird, Magic Johnson, Leonard Cohen, and Gustav Mahler.

Mortensen’s passion extends to his commitment to his roles. To get under Aragorn’s skin for “The Lord of the Rings,’’ he wore his costume even while not shooting, and kept his practice sword always close at hand.

But fans who know the actor only from his Middle-earth orc-slaying may be surprised to learn that he’s been acting for nearly three decades. He made his film debut with a small part in 1985’s “Witness.’’ In those days, he would do “anything, something, anything’’ for acting experience, and to pay the rent. Which explains his journeyman gigs in TV’s “Miami Vice’’ and a couple of ABC “Afterschool Specials,’’ as well as in horror films such as “Leatherface: The Texas Chainsaw Massacre III.’’

Whenever possible - “anytime it was really up to me and not the landlord,’’ he says - he chose parts that pushed him as an actor. Through the late 1980s and 1990s, he had supporting roles with indie directors such as Jane Campion (“The Portrait of a Lady’’), Sean Penn (“The Indian Runner’’), and Gus Van Sant (“Psycho’’), as well as a few mainstream films such as “Young Guns II,’’ “Crimson Tide,’’ and “G.I. Jane.’’

Directed by a relative-unknown at the time, Peter Jackson’s “The Lord of the Rings’’ felt like a gamble. “While we were making it, no one had any idea it was going to be a huge smash hit,’’ Mortensen says. The success quickly cemented his status as a leading man and introduced him to the fun-house world of celebrity life. “Walking down the street in any town or city in the world and having people look at you and start talking to you, convinced that they know you as well or better than they do members of their own family, that’s just an odd phenomenon,’’ he says. “I wouldn’t say it was a bad thing. It’s interesting.’’

Mortensen could have leveraged his “Lord of the Rings’’ fame into a parade of action-adventure paychecks. Instead, he’s largely championed diverse roles in smaller movies. How many fantasy heroes would go on to play a Russian mobster in “Eastern Promises,’’ and dare to let it all hang out, buck-naked, in a steam-room fight scene? Next up for Mortensen: playing the William S. Burroughs character in an adaptation of Jack Kerouac’s “On the Road.’’

The idea of a career trajectory hasn’t crossed his mind. “Maybe I would have been smarter to have written down in a notebook, ‘Well, I’m going to play this part and this part before I’m too old to play this part,’ ’’ he says.

He views acting as “an extension of childhood play,’’ Mortensen says. “You have to just go for it. Just let yourself go and let yourself believe.’’

And each role is a chance to learn something new: “Each time I’m looking at the world or a part of the world from a point of view different than my own. Sometimes radically different. Sometimes from a point of view I would never care to have or identify with. But that’s the job.’’

Such a job has its own internal rewards, Mortensen emphasizes. “You can wake up feeling so-so about the world, and then because of what happens as soon as you get out of bed, something happens. You connect with someone, something, a book, and something happens that’s bigger than just you. It’s a connection with nature, a connection with people, a connection with a story that you are part of telling. . . . That’s what’s great about it.’’

But loyalty to indie cinema is a double-edged sword. Mortensen has at times grown frustrated with “irritating, dishonest, disappointing’’ people in the business, he says. He’s even contemplated quitting, but never has.

He harbors strong feelings about the Hollywood movie-making machine - its “frenetic quality,’’ the “money at stake,’’ the “hyping of the product,’’ the “award shows and prizes.’’ He complains that Cronenberg has never won an Academy Award or Golden Globe. “He deserves it way more than many who have won and more than half of those who get nominated every year,’’ Mortensen says. “I know he’s in the pantheon of greatest living directors, unquestionably, and he’s never been nominated.’’

Yet isn’t that the fate of those who take the road less traveled? They want recognition, they shun recognition. Yet they still hold out hope.

“Every once in a while, every couple of years, there’s one or two movies that really surprise you, because there is innovation,’’ Mortensen says. “Or people just do such honest work. Or such pure work or such interesting, original work every once in a while that it is the real thing. And it makes you hopeful.’’

 

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Geek love

Geek love

Can a gaming and fantasy fanatic find romance outside his realm?

By Ethan Gilsdorf

[originally published in the Boston Globe Magazine]

In a famous scene in the 1982 movie Diner, Eddie (played by Steve Guttenberg) makes his wife-to-be pass a football trivia quiz before he’ll agree to marry her. Me, I’m a fantasy and gaming geek, not a sports freak. I may not know how many yards Tom Brady has passed for this season, or the Red Sox bullpen’s average ERA last season, but I can name all nine members of the Fellowship in The Lord of the Rings, and I can tell you that the Millennium Falcon made the Kessel Run in less than 12 parsecs.

This has caused some problems in my dating life. Not that I’ve pulled a litmus-test stunt on prospective mates, like: Do you prefer DC Comics or Marvel? Can you name the houses at Hogwarts? Rather, it’s me who’s felt tested. Should I admit I once played Dungeons & Dragons religiously? That I was president of my high school AV Club? Revealing my dweebishness hasn’t always produced the best results. “Huh . . . interesting,” more than one lady has said on a first date during my epic quest for damsels, one that has taken me from Star Wars cantina-like dive bars to the heartless land of Mordor.com, er, Match.com. “I never knew Chewbacca was from the planet Kah . . . how do you say it?”

“Kashyyyk,” I muttered, sipping my ale and deciding I’d not sing my hobbit drinking song – not until at least the third date.

Because these utterances have at times been deal breakers, I’ve often mulled whether couples can bridge the differences. Can partners hail from opposite ends of the hipster-to-geek continuum or the nerd-jock divide? Need they share the same geekery to make love work? As a decorated veteran of the Dating Wars, I’m here to report the answer is mixed.

One woman I was obsessed with seemed cool with the idea of watching The Fellowship of the Ring with me. In bed. We barely made it out of the Shire. When I proposed a marathon, 12-disc extended edition viewing of the trilogy (including the “making of” videos), with Middle-earth themed food, she de-friended me. I went out with another woman whose online profile declared, “I’m a sci-fi geek.” We met up at a sports bar, where my “Han shot first” reference met a blank stare and my Monty Python jokes fell flat. It seemed her professed geekiness was only skin deep.

I once met a couple who found a solution, though. Both through-and-through geeks, they resided, surprisingly, in opposing Dorklands. He collected Star Trek action figures and built reproduction props from movies and TV shows likeBattlestar Galactica. She baked medieval period bread, wore bodices, and kept a pseudo-Middle English blog. Still, the marriage worked. Maybe the solution to a successful relationship is not so much mutual participation in tunic-sewing and wizard rock as it is mutual respect for each other’s kooky infatuations. Yes, even that Captain Kirk command chair that dominates the den.

At least geeks today aren’t as ostracized as I was back in the Reagan administration. Boys and girls of all ages get down with Wii. Plus, as it turns out, hipsters, sports nuts, and fashionistas are really geeks in disguise. Dwarf-bearded men smitten with fixed-gear bicycles have appropriated nerdy glasses. Ex-jocks play fantasy baseball. In fact, a collection of action figures has a lot in common with a shoe fetish – the main difference being it’s OK to take your Manolo Blahniks out of the box. Whereas Voltron stays in his plastic bubble, forever. Plus, D&D players, adept at role-playing, make great lovers. Wizard, barbarian, or naughty secretary – what’s the difference?

As for the woman I’m currently seeing, she didn’t have to pass an Elvish exam. She’s no geek. She’s a former jock who set a couple of track records back in the day. Her passion is art and graphic design, not graphic battles with orcs or zombies. But she’s cool with my playing Risk with the boys. And she’s seen me in my tunic. Recently, she agreed to accompany me on a journey to my geek-friendly ancestral home. Before I had a chance to ask, she offered, “Hey, I’d love to watch the trilogy with your family. What can I bring?”

Before I could suggest “Boba Fett feta dip” or “a nice hobbity ale,” I realized she hadn’t specified which trilogy, Star Warsor Lord of the Rings. But I figured she’d be game for both.

Ethan Gilsdorf is the author of the award-winning, travel memoir/pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms (now in paperback). Follow his adventures at http://www.fantasyfreaksbook.com.

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Geek poetry contest winners!

The results are in!

We sponsored a geek poetry contest with GeekMom.com  and here are the winning poems.

Readers of Geek Mom were asked to submit a poem in any form of their choosing (haiku, rap, free verse, Klingon sonnet) on any geeky topic: Tolkien, Star Wars, Star Trek, gelatinous cubes, World of Warcraft war chants, hobbit drinking songs, odes to Harry Potter, ballads to honor Gary Gygax. 

 

Sample winning haiku:



Samwise and Frodo:

You think they’re about to kiss,

But they never do.

      --Natalie Jones

 

Poems that somehow managed to work in the name "Ethan Gilsdorf" (which, according to legend, is either Elvish or Elvis) were hard to resist. Winners got autographed copies of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.

Hope you enjoy! The rest of the bards' fabulous winning works can be read here. 

You can also read the other non-winning but nonetheless worthy entries here

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Geek pride comes to Providence

(WRNI) - For role players, gamers and sci-fi fans alike, the term geek doesn't have the same sting it used to. In fact, many are now embracing that very term. You can include authors Ethan Gilsdorf and Tony Pacitti on that list. They'll both be panelists tonight in Providence for R2-D20, and Evening of Sci-Fi Fandom and Fantasy Gaming Geekery. WRNI's Elisabeth Harrison spoke to the two authors about the event.

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Violent Video Games Are Good for You

[upcoming events with Ethan Gilsdorf: NYC/Brooklyn 11/22 (panel "Of Wizards and Wookiees" with Tony Pacitti, author of My Best Friend is a Wookiee); Providence, RI: 12/2 (also with Pacitti); and Boston (Newtonville 11/21 and Burlington 12/11) More info ...]

 


Violent Video Games Are Good for You

Rock and roll music? Bad for you. Comic books? They promote deviant behavior. Rap music? Dangerous.

Ditto for the Internet, heavy metal and role-playing games. All were feared when they first arrived. Each in its own way was supposed to corrupt the youth of America.

It’s hard to believe today, but way back in the late 19th century, even the widespread use of the telephone was deemed a social threat. The telephone would encourage unhealthy gossip, critics said. It would disrupt and distract us. In one of the more inventive fears, the telephone would burst our private bubbles of happiness by bringing bad news.

Suffice it to say, a cloud of mistrust tends to hang over any new and misunderstood cultural phenomena. We often demonize that which the younger generation embraces, especially if it’s gory or sexual, or seems to glorify violence.

The cycle has repeated again with video games. A five-year legal battle over whether violent video games are protected as “free speech” reached the Supreme Court earlier this month, when the justices heard arguments in Schwarzenegger v. Entertainment Merchants.

Back in 2005, the state of California passed a law that forbade the sale of violent video games to those younger than 18. In particular, the law objected to games “in which the range of options available to a player includes killing, maiming, dismembering or sexually assaulting an image of a human being” in a “patently offensive way” — as opposed to games that depict death or violence more abstractly.

But that law was deemed unconstitutional, and now arguments pro and con have made their way to the biggest, baddest court in the land.

In addition to the First Amendment free speech question, the justices are considering whether the state must prove “a direct causal link between violent video games and physical and psychological harm to minors” before it prohibits their sale to those under 18.

So now we get the amusing scene of Justice Samuel Alito wondering “what James Madison [would have] thought about video games,” and Chief Justice John Roberts describing the nitty-gritty of Postal 2, one of the more extreme first-person shooter games. Among other depravities, Postal 2 allows the player to “go postal” and kill and humiliate in-game characters in a variety of creative ways: by setting them on fire, by urinating on them once they’ve been immobilized by a stun gun, or by using their heads to play “fetch” with dogs. You get the idea.

This is undoubtedly a gross-out experience. The game is offensive to many. I’m not particularly inclined to play it. But it is, after all, only a game.

Like with comic books, like with rap music, 99.9 percent of kids — and adults, for that matter — understand what is real violence and what is a representation of violence. According to a report issued by the Minister of Public Works and Government Services in Canada, by the time kids reach elementary school they can recognize motivations and consequences of characters’ actions. Kids aren’t going around chucking pitchforks at babies just because we see this in a realistic game.

And a strong argument can be made that watching, playing and participating in activities that depict cruelty or bloodshed are therapeutic. We see the violence on the page or screen and this helps us understand death. We can face what it might mean to do evil deeds. But we don’t become evil ourselves. As Gerard Jones, author of “Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence,” writes, “Through immersion in imaginary combat and identification with a violent protagonist, children engage the rage they’ve stifled . . . and become more capable of utilizing it against life’s challenges.”

Sadly, this doesn’t prevent lazy journalists from often including in their news reports the detail that suspected killers played a game like Grand Theft Auto. Because the graphic violence of some games is objectionable to many, it’s easy to imagine a cause and effect. As it turns out, a U.S. Secret Service study found that only one in eight of Columbine/Virginia Tech-type school shooters showed any interest in violent video games. And a U.S. surgeon general’s report found that mental stability and the quality of home life — not media exposure — were the relevant factors in violent acts committed by kids.

Besides, so-called dangerous influences have always been with us. As Justice Antonin Scalia rightly noted during the debate, Grimm’s Fairy Tales are extremely graphic in their depiction of brutality. How many huntsmen cut out the hearts of boars or princes, which were then eaten by wicked queens? How many children were nearly burned alive? Disney whitewashed Grimm, but take a read of the original, nastier stories. They pulled no punches.

Because gamers take an active role in the carnage — they hold the gun, so to speak —some might argue that video games might be more affecting or disturbing than literature (or music or television). Yet, told around the fire, gruesome folk tales probably had the same imaginative impact on the minds of innocent 18th century German kiddies as today’s youth playing gore-fests like “Left 4 Dead.” Which is to say, stories were exciting, scary and got the adrenaline flowing.

Another reason to doubt the gaming industry’s power to corrupt: More than one generation, mine included, has now been raised on violent video games. But there’s no credible proof that a higher proportion of sociopaths or snipers roams the streets than at any previous time in modern history. In fact, according to Lawrence Kutner and Cheryl K. Olson, founders of the Center for Mental Health and Media (a division of the Massachusetts General Hospital Department of Psychiatry), and members of the psychiatry faculty at Harvard Medical School, as video game usage has skyrocketed in the past two decades, the rate of juvenile crime has actually fallen.

Children have always been drawn to the disgusting. Even if the ban on violent games is eventually deemed lawful and enforced in California, the games will still find their way into the hot little hands of minors. So do online porn, and cigarettes and beer. But these vices haven’t toppled Western civilization.

Not yet, anyway — although a zombie invasion or hurtling meteor might. Luckily, if you’re a good enough gamer, you’ll probably save the day.

 

Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now in paperback.

 

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win free copies of FF&GG!

Two cool ways to win a copy of Fantasy Freaks and Gaming Geeks

 

Write a poem for wired.com/GeekDad/GeekMom

How do you win this coveted book, you ask? Give us a verse or two. Be it a free verse, a limerick, a sonnet, ahaiku, or a villanelle, on the geeky subject of your choosing (think “An Ode to Harry Potter” or the “Ballad of Gary Gygax”). Just put your entries in the comments webform here and we’ll choose the best five entries by Friday 11/19/10!Good luck, and geek on!

 

Sign up at Fiction Writers Review Facebook Page

Each week The Fiction Writers Review gives away several free copies of a book. All you have to do to be eligible for the weekly drawing is be a fan of their Facebook page. No catch, no gimmicks. Just a way to help promote books we love. Go here.

 

 

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On the appeal of fantasy role-playing games

One of the author's D&D dungeon maps

In a previous post, "Dungeons & Dragons Saved My Life," I talked about how I came to play the game. Here's a little more about my background as a fantasy gamer in the 1970s and 1980s. Hopefully this will resonate with some readers --- if so, please post a comment.

 

We craved adventure and escape.

When people ask if I played sports in high school back, I tell them I was on the varsity Dungeons & Dragons (D&D) team, starting quarterback, four years in a row. (I was also president of the A/V club. And I memorized Monty Python sketches. And learned BASIC computer programming.) For me, RPGs (role-playing games) like D&D were empowering and exciting, and a clever antidote to the anonymity, monotony, and clique warfare of high school. In lieu of keg parties or soccer practice to vent our angst, we had D&D night. Who needs sports stardom when you can shoot fireballs from your fingertips?

I played every week, sometimes twice a week, from eighth grade to senior year, Friday night from 5:00 p.m. until midnight. JP, my other neighborhood friend Mike, and I first played by ourselves, then found a peer group of other gamers: Bill K., Bill S., Bill C., Dean, Eric M., Eric H. and John. Some of us had endured plenty: my Mom had suffered a brainaneurysm and came home damaged goods; Eric H.’s mom had died, John’s dad had suffered a brain injury similar to my mom’s, and JP was born with a disease that caused brittle bones, cataracts, and stunted growth.

I think on some level we knew we didn’t fit in. Perhaps we were weird. Girls were scarce commodities for us, and our group may have proved that tired cliché that outcasts, dweebs, and computer nerds couldn’t handle reality, let alone get a date for the prom. But nothing stopped us from playing, and the popular kids didn’t really care one way or the other. We were left alone to our own devices: maps, dice, rule books, and soda. It didn’t take long before words like halberd and basilisk became part of my daily vocabulary. Like actors in a play, we role-played characters—human, Elvish, dwarven, halfling—who quickly became extensions of our better or more daring selves. We craved adventure and escape.

One of us would be the Dungeon Master (DM) for a few weeks or months. Games lasted that long. The DM was the theater director, the ref, the world-builder, the God. His preprepared maps and dungeons, stocked with monsters, riddles, and rewards, determined our path through dank tunnels and forbidding forests. Our real selves sat around a living room or basement table, scarfing down provisions like bowls of cheese doodles and generic-brand pizza. We outfitted our characters with broad- swords, battle-axes, grappling hooks, and gold pieces. “In game,” these characters memorized spells and collected treasure and magic items such as +2 long swords and Cloaks of Invisibility and Rods of Resurrection. Then, the adventure would begin. The DM would set the scene: often, we’d be a ragtag band of adventurers who’d met at the tavern and heard rumors of dungeons to explore and treasure to be had. Or some beast or sorcerer terrorizing the land needed to be slayed. Before too long, we’d enter some underground world to solve riddles, search for secret doors, and find hidden passages.

We parleyed with foes—goblins, trolls, harlots—and attacked only when necessary. Or, wantonly, just to taste the imagined pleasure of a rough blade running through evilflesh. We racked up experience points. We test-drove a fiery life of pseudo-heroism, physical combat, and meaningful death. Whatever place the DM described, as far as we were concerned, it existed. Suspended jointly in our minds, it was all real. We were bards, jesters, and storytellers. We told each other riddles in the dark.

 

And each dungeon level would lead to the next one even deeper beneath the surface, full of more dangerous monsters, and even harder to leave.

At Least There Was a Rulebook

The joy in the game was not simply the anything-can-happen fantasy setting and the killing and heroic deeds, but also the rules. Hundreds of rules existed for every situation. Geeks and nerds love rules. D&D (and its sequel, AD&D, or Advanced Dungeons & Dragons) let us traffic in specialized knowledge found only in hardbound books with names like Monster Manual and Dungeon Masters Guide. As we played, we consulted charts, indices, tables, descriptions of attributes, lists of spells, causes and effects—like a school unto itself, filled with answers to questions about the rarity of magic items, crossing terrain, and how to survive poison.

And we loved to fight over the minutiae. (Sample argument: Player: “What do you mean a gelatinous cube gets a plus on surprise?” DM: “It’s invisible.” Player: “But it’s a ten foot cube of Jello! Let me see that . . . .” Player grabs Monster Manual from DM. Twenty minute argument ensues.) 

We could tell a mace from a morning star, a cudgel from a club, and we knew how to draw them. We knew a creature called a “wight” inflicted one to four hit points of damage when it attacked. Could we recharge wands? No. If I died, I could be resurrected, because, according to page 50 of the Players Hand- book, a ninth-level cleric could raise a person who had been dead for no longer than nine days. “Note that the body of the person must be whole, or otherwise missing parts will still be missing when the person is brought back to life.” All good stuff to know. The trolls and fireballs may be fanciful, but they have to behave according to a logical system.

Like in life, fantasy rules were affected by chance—the roll of the dice. And, as if they were jewels, we collected bags of them: plastic, polyhedral game dice, four-, six-, eight-, ten-, twelve-, and twenty-sided baubles that, like I Ching sticks or coins, foretold our fortunes when cast. A spinning die, such as the icosahedral “d20,” could land on “20” (“A hit! You slice the lizard man’s head off and green blood spurts everywhere!”) as often as “1” (“Miss! Your sword swings wide and you stab yourself. Loser!”).

The lesson? Real life thus far had taught me that in the adult world, fate was chaotic and uncertain. Guidelines for success were arbitrary. But in the world of D&D, at least there was a rule book. We knew what we needed to roll to succeed or survive. The finer points of its rules and the possibility of predicting outcomes offered comfort. Make-believe as they were, the skirmishes and puzzle-solving endemic to D&D had immediate and palpable consequences. By role-playing, we were in control, and our characters—be they thieves, magic-users, paladins, or druids—wandered through places of danger, their destinies, ostensibly, within our grasp.

At the same time, we understood that our characters’ failures and triumphs were decided by unknown forces, malevolent or kindly. Such was the double-edged quality of our fantasy life, where random cruelty or unexpected fortune ruled the day. The game was a risk-free milieu for doing adult things.

 

It was also a relief to live life in another skin, and act out behind the safety of pumped-up attributes. D&D characters had statistics in six key areas: strength, intelligencewisdom, dexterity, constitution, and charisma. These ranged from three to eighteen. Ethan the real boy’s stats would have been all under 10; his fighter character Elloron’s were all sixteens, seventeens, and eighteens.

And who wouldn't want to be that?

[adpated from Ethan Gilsdorf's award-winning travel memoir and pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now available in paperback. For more info, see: http://www.ethangilsdorf.com/]

 

 

The author's old, worn-out D&D dice
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Fantasy Freaks and Gam..., Second Life Ethan Gilsdorf Fantasy Freaks and Gam..., Second Life Ethan Gilsdorf

A virtual world that breaks real barriers

Rose Springvale is the avatar of Georgiana Nelsen, who cofounded Al-Andalus, a virtual world patterned after medieval Andalus in Spain, where Christians, Jews, and Muslims coexisted harmoniously under Islamic rule. [Courtesy of Rita King and Joshua Fouts]In Second Life's Al-Andalus, a virtual world patterned after medieval Andalus in Spain, avatars of Muslims mix with avatars of Jews and Christians to strive for a more perfect union.

[from Ethan Gilsdorf's article in the Christian Science Monitor]

Thus far in the relatively short existence of online worlds and virtual communities, less than flattering stories typically float to the surface. The Internet is rife with tales of bad behavior: antisocial "trolls" posting inflammatory messages; players addicted to fantasy role-playing games; and marriages ruined by spouses staying up half the night to flirt in virtual spaces, even proposing marriage to people they've never met in the flesh.

Given the power of negative thinking, it's worth repeating: Not all that happens within the digital realms of monsters, quests, and virtual dollars is evil. Much of the zombie-shooting amounts to people having fun or finding an escape. But some online communities embrace a more lofty mission. They're forging new relationships across the chasms of nationality, religion, and language – long the unrealized dream of some who hoped the Internet could bring us closer.

One such place is Al-Andalus, named after a real nation that once existed in the Iberian Peninsula. From the 8th to the 15th centuries, the spirit of la convivencia, "coexistence," ruled Spain. Christians, Muslims, and Jews lived together mostly harmoniously, and created a vibrant artistic, scientific, and intellectual community.

The volunteers who "built" Al-Andalus in Second Life, the virtual world created by company Linden Lab, wanted to re-create that utopian place, particularly in the wake of the intercultural ill will brewing since 9/11. Only their Al-Andalus is made of pixels, not bricks, and peopled not by humans but their digital doppelgängers, or avatars.

"I'm a pacifist. I'm a mother," says cofounder Georgiana Nelsen, a business lawyer practicing in Houston who in Second Life (SL) goes by "Rose Springvale" (and, informally, the "Sultana"). "I want to always teach 'Use your words, not your hands.' And so this appealed to my personal desire to do something positive in the world rather than continue to foster things that are divisive."

After nine months of construction, Al-Andalus opened its virtual doors in July 2007, and now has 350 contributing members and receives thousands of day-trippers. The democratically run community (and recognized nonprofit) is roughly one-quarter Jewish, one-quarter Muslim, and the remainder Christian and atheist. The massive virtual grounds include a re-creation of the Alhambra and Alcázar fortresses and palaces and the Great Mosque of Córdoba, plus a caravan market, library (run by a Smithsonian librarian), theater, and art center. People can attend a flamenco concert; a meeting; or a religious service in a synagogue, church, or mosque – or even ride a magic carpet for an aerial tour (almost 180,000 have done so).

Read the rest here at the Christian Science Monitor
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Geek Out!

Like when the planets align, there are a few times each year when geeks can fly their freak flags high and proud, in vast numbers, and at the same time in different parts of the universe.

This coming Labor Day is one of those weekends.

On the west coast, we have Pax, in Seattle, a three-day game festival for tabletop, videogame, and PC gamers and a general celebration of gamer-geek culture. (And in the other corner, Atlanta, we have Dragon*Con. But more on that another time.)

In fact, Pax calls itself a festival and not a convention because in addition to dedicated tournaments and freeplay areas (The east coast version in Boston this spring had a very cool classic arcade game room, which was amazing! All your fave games like FroggerGalaga and my fave, Robotron 2084), they’ve got nerdcore concerts from awesome performers like MC Frontalot and Paul & Storm, panel discussions like “The Myth of the Gamer Girl,” the Omegathon event (A three-day elimination tournament in games from every category, from Pong toHalo to skeeball), and an exhibitor hall filled with booths displaying the latest from top game publishers and developers.

But I was thinking that probably the best part of PAX (and similar events like Dragon*Con, the other big fantasy/science fiction fandom event of the year) is this: You get to hang out with kindred folk who love their games and books and movies and costumes. They will argue and defend their fandom universes to the death. They will argue why Tom Bombadil should not have been cut from Peter Jackson’s Lord of the Rings. They will battle over Kirk vs. Picard. They will annoy and astound you with their detailed, persnickety knowledge.

In other words, a geek is less what someone loves as it is HOW they love that object of affection. Geeks are passionate about their thang before it became fashionable and long after it’s passed from the public eye. Perhaps that’s the best definition of a geek.

If you’re headed to Atlanta or Seattle this weekend, check here for how to win a free copy of my book Fantasy Freaks and Gaming Geeks, now out in paperback.


Ethan Gilsdorf is the author of the award-winning travel memoir-pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now out in paperback. You can reach him and get more information at his website www.ethangilsdorf.com.

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Pop Ten blog

Ran across this site today --- PopTen "top ten lists and pop culture rants" --- bits like "Top Ten Wi-Fi Connection Names" and "Top 4 reasons NOT to date a European (+ one reason to date a British dude if you must)." And,some nice words about "Fantasy Freak and Gaming Geeks," too: 

"Revelatory and balanced Ethan shares his impressions while allowing the people he meets to share theirs. The book quickly becomes about more than just gaming as the discussion leads to larger questions about our escapist society as a whole. ... Gilsdorf takes a Kerouac meets Cliff’s notes approach to Geekdom, and while he met great people along the way it was really about the author’s journey.... His problems are that of the everyman, and although his experience is with geekdom the frustration is universal."

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more reviews and coverage

The Fantasy Freaks and Gaming Geeks juggernaut keeps rolling across the landscape, picking up some reviews and coverage along the way. Three recent items you might want to check out:

1) My blog on the Powell's site, "Geek is no longer a four-letter word"

2) the sneak-preview of the Booklist review:

Booklist, September 15, 2009

After an aneurysm drastically changed his mother’s personality when he was in his teens, Gilsdorf found refuge in the role-playing game Dungeons & Dragons. Eventually he left the RPG (role-playing games) world behind, and became a successful writer. Then at age 41, he rediscovers his old gaming paraphernalia and decides to take a trip deep into the world of fantasy, hoping to get to the heart of its allure. Gilsdorf’s quest takes him to gaming conventions, medieval reenactments, fantasy-inspired concerts, and even to Middle Earth itself—the New Zealand setting that served as the backdrop for Peter Jackson’s enormously popular Lord of the Rings films. Along the way, he meets a wide variety of people of all ages and social backgrounds who, like him, in some form or another seek an escape from the mundane reality of the modern world. Gilsdorf is an engaging and personable guide. Like many who will pick up his book, he’s got one foot squarely in the real world, the other in the fantasy one. This is a journey well worth taking. — Kristine Huntley

3) Boston Magazine mentions Fantasy Freaks and Gaming Geeks to its "Consumer Index: September": "Nerd Association"

Enjoy!

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first amazon.com review -- 4 stars

The Amazon.com masses (well, one single mass) seem to like Fantasy Freaks and Gaming Geeks... so far, so good. Feel free to add to the discussion! Here's what this reader had to say:

4.0 out of 5 stars

Close to home, August 21, 2009

By Wolvercote (Rhode Island) -See all my reviews

Being a "closet gamer/fantasy geek" myself I completely related to Ethan's book. His story is my own and I'm sure a large number of other guys out there. Trying to balance the desire to immerse yourself in fantasy, (be it Tolkien, D&D, or online gaming) and living in "reality" with its expectations of what is considered "normal" is a recurring theme in the book and in my own life.

I felt the angst that Ethan dealt with as he slipped back into gaming and fantasy after years of self-denial. Anyone who has felt that twinge of embarassment over being a gamer or fantasy fan will enjoy Ethan's journey and obeservations.

I certainly did.

 

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a night with "Dormia"

Last night at the Brookline Booksmith, Jake Halpern and Peter Kujawinski read from (and acted out) their new YA/all-ages novel Dormia. The book tells the story of another young boy (not THAT young boy) with special gifts and a hidden lineage that he gradually figures out on a world-girdling quest.

Twelve-year-old Alfonso Perplexon has a sleepwalking problem -- sometimes he wakes up and find himself at the top of a tree or having accomplished some amazing feat. In his hometown of World’s End, Minnesota, the dad is out of the picture (a familiar theme in Star Wars, E.T., HP, and other boys-to-men coming of age stories).Alfonso and Mom carry on. Then a stranger comes to town, a quirky man who claims to be Alfonso’s long lost uncle. The man tells of the kingdom of Dormia, far in the Ural Mountains, and that Alfonso has the gift of "wakeful sleeping." This lost land is in trouble, and only Alfonso has a chance to save it. So out the door they go, headed for adventure, picking up oddball characters and mishaps along the way.

At the reading, Halpern did a masterful job play-acting some key scenes from the book, and Kujawinski deadpanned the tale of how this team of authors managed to write the book from the distance of New York, Paris, Israel and a Navajo Reservation in northwestern New Mexico. Their story inspired me to try my hand at spinning my own tale, or perhaps collaborating with my pal JP (the dude who taught me D&D; you can read about that in Fantasy Freaks and Gaming Geeks.)

And the funny thing is, there's a 12 year old boy gamer named Alex who I talk to in my book. And I was 12 when I began to play D&D. What's the attraction to age 12 and all this fantasy stuff?

No longer 12 years old: Ethan Gilsdorf and Jake Halpern show off their books

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Roll for damage (extra bases)!

In an interesting piece in the NY Times about APBA, a board and dice baseball game is, if not going strong, at least holding its own against video and fantasy league versions of sports games. Like all great subcultures, it's got a devoted following; a recent tournament attracted 76 players. According to the article, "Video games have become increasingly sophisticated, and fantasy sports leagues have surged in popularity, but APBA, like its rival Strat-O-Matic, has stuck to the basic format that made it successful."

APBA, which once stood for "American Professional Baseball Association," is about as old-school as it gets: dice, cards, and dice shakers. And what's most interesting is this geeky twist on who plays--- yes, folks who self-identify as "nerds" and "geeks," lovers of statistics "in statistics-related careers like accounting, teaching math, tax law and financial advising." Nerdy sports nuts --- and as we know, sports is celebrated in our culture. Conjuring magic spells, not so much.Of course, with APBA, no dungeons or dragons are required --- just the fantasy of imagining a winning team (or playing center field for one). An acceptable fantasy for most boys, men (and girls and women, too).

The article points to an interesting turn, too. Brian Wells, the 16 year old kid who has won the tournament a couple times, has been "begrudgingly" accepted by the men. A kid's game is co-opted by adults who then let the kid back in as a member of their tribe.

But also this point -- can an old-school board game (or for that matter, a miniature soldier wargame) capture the imagination of kids when most are used to the spoon-fed action and eye-candy of XBox and Playstation? It's an issue I discuss in Fantasy Freaks and Gaming Geeks, specifically whether a wargame like Chainmail can entrance a 12 year old boy, or whether he's start craving Warcraft after the first hour of snail's pace action.

In the Times article, the kid says that his friends stay home with video games. “They don’t make fun of me,” Wells said. “But they don’t want to get into it. Because some of my friends just don’t have the attention span for all of this.”

 

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The best fantasy franchise is...

Harry Potter?

According to a poll conducted by the website Moviefone and Bebo, Harry Potter has been voted the Best Fantasy Franchise in a new Internet poll. The result are striking: Harry got 73 per cent of votes, Lord of the Rings got 16, Twilight eight and lowly Chronicles of Narnia nabbed just three percent of the votes. Of course, this is probably a classic case of short-term cultural memory loss. Because of the frenzy surrounding the Half-Blood Prince release, everyone has Harry on the mind. Had you asked folks at the height of Rings mania back in 2001-2003, you might have gotten a much different answer. And probably fewer teenage girls voting. The other issue being, none of the news reports of this poll stated how the data was gathered, how many or who was surveyed, or anything else about the methodology. Maybe only catholic girls schools were targeted in online banner ads showing a half-naked Daniel Radcliffe.

 

--- Ethan Gilsdorf, author of Fantasy Freaks and Gaming Geeks

 

 

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