Cautionary Tales with Tim Harford - Demonizing Dungeons & Dragons
Episode Date: April 16, 2021When James Dallas Egbert III was reported missing from his college dorm - one of America's most flamboyant private detectives was summoned to solve the case. "Dallas" had many of the same problems tha...t most teenagers face - but P.I. William Dear stoked fears that he might have fallen under the evil spell of a mysterious and sinister game.... Dungeons & Dragons.The global panic about the dangers the role-playing game posed to impressionable young minds may seem quaint 40 years on - but again and again we show how fearful we are of creative endeavours we don't quite understand.Read more about Tim's work at http://timharford.com/ Learn more about your ad-choices at https://www.iheartpodcastnetwork.comSee omnystudio.com/listener for privacy information.
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This episode discusses death by suicide.
If you're suffering emotional distress or having suicidal thoughts,
support is available.
For example, from the National Suicide Prevention Lifeline.
And Raymond Chandler novels and then Humphrey Bogart movies, it often begins with a telephone call.
Strange to say, in real life, it often begins that way too.
Those are the words of William Deere. He's going to take us on an adventure that's full of thrills, surprises, and terrors.
William Deer is one of the most famous private detectives in the world, dashing,
moustache-yode, sporting a vast gold ring.
He's a star with his own private plane. And this telephone call in August 1979 was going to get him started on one of his most
infamous cases.
On the other end of the telephone was a surgeon from the same part of North Texas as
William Deere.
The two men had met a few times.
My nephew has disappeared.
He was taking a summer course at Michigan State University and he's
lancing what had happened.
And he didn't just run off?
He's not that kind of kid.
He loves school.
In fact, he's considered to be a genius.
The boy, James Dallas Egbert III, or Dallas, was just 16 years old.
He graduated from high school at 13 and earned college at 14.
I'm telling you, dear, he's not the type to just go on the road.
Well, maybe, and maybe not.
Young Dallas had been missing for eight days already.
William Deere called Dallas' parents.
Mr. Deere, thank god you called. I'm so desperate about my son. I don't know if he's committed
suicide and is lying in some ditch or what. Maybe he's been kidnapped.
Deere's team was soon packing for the trip to East Lansing, Michigan. There was an expert pilot at a sniper Vietnam vet.
They assembled telephoto lenses, bugging devices, tracking systems and spy cameras.
Dear himself was running through the possibilities. Most of them were mundane.
One of them would prove to be truly fantastical. I'm Tim Harford,
and you're listening to cautionary tales.
The simplest explanation of Dallas's disappearance was that the young man had killed himself.
That was William Deers instinct.
It was also Anna Egbert's. According to Dears account,
she blamed herself.
Dallas called me on August 12th. He was so happy because he got a 3.5 in a computer science
course. I told him it should have been a 4.0.
Dears teams started asking questions around the university.
What they discovered deepened the fear that this was a case of suicide.
Dallas was depressed.
But Dears also asked, what did Dallas like to do with his spare time?
His classmates said that he liked computers, but the time computers were rare and mysterious.
And Dallas did some other mysterious things too.
But then, so did William Deere.
For example, when he received an anonymous tip that Dallas used to risk a kind of thrill-seeking
dare, lying down on the railroad tracks and letting the trains pass over him, Deere decided
that he really needed to put himself
in Dallas' position, literally.
I'll lay down on the railroad ties
and try to imagine myself, was Dallas.
Was this how Dallas felt?
His colleague screamed a warning.
The oncoming train had a cattle catcher.
William Deer scrambled off the tracks just in time. His colleague screamed a warning. The oncoming train had a cattle catcher.
William Dears scrambled off the tracks just in time.
No.
Couldn't have been a train.
If Dallas had been hit by a train, surely his body would have been found soon enough.
It did seem likely that Dallas was dead, but if he was
dead, where was the body?
William Deere couldn't rid himself of the suspicion that there was something rather
different behind Dallas's disappearance. Something fantastically strange. A game, a game that reportedly hundreds of students were playing in dark,
humid tunnels beneath the campus. A game called Dungeons and Dragons.
Now William Deere didn't know what Dungeons and Dragons was.
Neither did Dallas's friends.
I don't know how to play it, but I do know that you can't play if you're dumbass.
But what kind of game is it?
William Deere received phone calls.
There were rumors he tried to piece together clues.
It was difficult to understand.
You might find this bafflement odd. Dungeons and Dragons is pretty mainstream these days.
You might well have played a game yourself. But in 1979, 1979, Dungeons and Dragons was
pretty much unknown. Dallas's disappearance was going to change all that.
As William Deere explained in his subsequent book titled The Dungeon Master,
he wanted to get into those mysterious tunnels to search for Dallas' body.
In order to pressure Michigan State University into giving access to a celebrity detective from Texas, dear frequently spoke
to the press about his dungeons and dragons hypothesis. The newspapers lapped it up.
Tunnels are searched for missing students, reported the New York Times, explaining that Dallas might
have become lost in the tunnels, which carry heat to campus buildings, while playing an elaborate
version of a bizarre, intellectual game called Dungeons and Dragons.
If you've noticed there's a lot of vague talk about this game, how it's intellectual
and bizarre, and you can't play if you're a dumbass, but no specifics.
You're right. Dungeons and Dragons was a blank canvas onto which
parents, media critics and celebrity detectives could project any anxiety. In the informational
vacuum, rumors grew. Apparently, people wore costumes. Apparently, a dungeon master would lead quests around the tunnels in the
scalding heat and the darkness and the stench.
You'd have to put your hand into crevices and there might be rotting calfs liver in
there or spaghetti to represent an orc's brain.
Or it might be treasure.
Apparently there were more than 100 dungeons in the East Lansing area. And
if you don't know what that means, don't worry, William Deer didn't either. But he had
a theory. Whatever this strange game was, whether it involved dungeons or rotten liver or
all sorts of other things that William Deer didn't understand, it might have something to do
with Dallas's disappearance. And since William Deer was an investigator, heck he was going to
investigate, he called a hobby store, got the contact details of one of these so-called dungeon
masters, and offered him 50 bucks to drop everything and initiate deer in the mysteries of dungeons and dragons.
60 bucks if it was good. Back in 1979 that was a lot of money.
I didn't know what to expect from my dungeon master.
Would he show up in a Merlin costume with a funny pond at cap.
I knew he would have complete control over the circumstances of the fantasy adventure
on which I was about to embark.
When the young man knocked on the door, he and his friend were both wearing jeans, sweaters,
and sneakers, and rather than leading deer into the tunnels to mine for Calf's liver,
he pulled out a pencil and paper, some books, and some dice.
The adventure was about to begin.
Corsion retails will be back in a moment.
William Deere didn't wear a pointy hat.
He didn't have to dip his hand into dark crevices in the tunnels under Michigan State University, he just got into
character pretending to be a wizard named Tor. It was accompanied by a sneak thief named
Dan. Nordid dear, visit any tunnels, he just sat at a table, describing what Tor was doing.
In his vivid imagination, Tor and Dan got into various scrapes around a medieval
town, scrambling through an escaped tunnel pursued by some guards, being attacked by giant
rats, being taken prisoner by Orcs, and finally triumphant thanks to a combination of bluff
and cunning.
All this took place in the theatre of the mind, with the dungeon master simply describing
what they saw, and with the aid of a few dice rolls, whether their schemes succeeded
or failed. In fact, the game wasn't nearly as odd as all the rumours suggested. Yes,
the stuff about wizards and orcs is a bit strange, but then Star Wars, with its
Jedi knights and dark powers and the mysterious force, had just been a smash hit.
The animated film of the Lord of the Rings had just been released, too.
Nothing's more culturally mainstream than wizards and heroes.
Dice, pencils, sitting around a table playing Let's Pretend was all very tame.
But William Deere had fun. In fact, he worried that this game of the imagination might just
be too much fun. Maybe, for a troubled mind, it could be dangerous.
Dallas might actually have begun to live the game, not just to play it.
Dungeons and Dragons could have absorbed him so much that his mind had slipped through
the fragile barrier between reality and fantasy. If there is a time and a place that the fragile barrier between reality and fantasy first
broke down, perhaps it was St Paul Minnesotta in 1969.
Behind this breakdown was a young physics graduate named David Wesley. Wesley was a founder of the
Twin Cities Military Minatures Group, a wargaming club. Wargames are more
realistic descendants of chess, allowing players to reenact battles from
history with model soldiers on a realistic miniature battlefield. Robert
Louis Stevenson, the author of Treasure Island, was a wargamer, so as H.G. Wells.
Wargames can be used for serious military training. David Wesley, who was in the Army reserves
himself, was interested in these training exercises, where making decisions over a table-top
battlefield might prepare a young officer for the real thing over in Vietnam.
To be useful, a training war game couldn't be restricted to a limited set of moves as in chess.
Players should be able to dream up all sorts of tricks and tactics,
which meant the game needed a referee to use his or her judgement when a player tried something unusual.
The game of war was open
ended and unpredictable, just like war itself.
In a war game set in 1806 in the fictional Prussian town of Braunstein, David Wesley took
this open-endedness to the next level.
As with a normal war game, he put players in charge of Napoleon's French army and the
Prussian resistance.
But then he assigned rather unusual roles.
On player for example was given the role of the Chancellor of Braunstein's University.
What could he do?
Well, anything.
He didn't command any troops, but he could rally the students and urge them to join the resistance, or he could challenge another player to a duel, perhaps over the affections
of a lady.
Another player's character started in jail.
Any of these players could attempt anything.
Wesley, as referee, had to improvise.
The experimental game was a chaotic series of whispered conferences between the players
and Wesley the referee.
It took ages, and the French and the Prussians never even fired a shot.
Not so much a war game as a phony war game, Wesley felt like it had been a flop, but then
the players told him they loved it.
One of those players was Dave Arnison, who seized Wesley's idea with both hands.
In a follow-up game set in a banana republic, Arnison started as a student revolutionary,
but managed to convince the other players he was working for the CIA.
He ran rings around them, not by rolling dice or pushing pieces around the map, but by acting
the part and bluffing his way to success.
What Wesley and Arnison and the group had invented together was a strange combination of a
classical war game, a military training exercise, and an improvised acting class.
It came to be known as a role playing game.
The first commercial role playing game, designed in part by Dave Arnison could have been about
Napoleonic battles or pretending to be in the CIA, but it wasn't.
It was about heroes and wizards exploring the tunnels beneath a medieval castle.
It was called, you guessed it, Dungeons and Dragons.
And it was Dungeons and Dragons that William Dearfield had driven Dallas Egbert into some kind of delusional state that he imagined he was a wizard. So, does the barrier between reality and fantasy
break down in a role-playing game? Well, maybe a bit.
But the same is true for novels or movies.
I don't watch horror movies, I don't like the way they scare me.
I cried uncontrollably at the end of cinema Paradiso.
Did the barrier between reality and fantasy break down at that moment?
I suppose it did.
But there's nothing shameful or dangerous
about that. And yet, there was something different about these role-playing games,
something that drove America into a state of moral panic. Maybe it was the fact that, as I suppose
I've just demonstrated, they are quite hard to describe. But for many people, it must have been the context in which they
first heard of the game. Dungeons and Dragons. Isn't that the game that poor kid was playing
when he died? Newspapers such as The New York Times and the San Francisco Chronicle and
Examiner tried to get their heads around what the game actually was and how people played it.
Words such as cult and bizarre were often used.
But the publicity fueled demand.
The game briefly appears in ET, which was released in 1982,
and at the same time, but less favourably, in Maze's and Monsters,
a TV movie inspired by the giddy media reports about
Dallas Egbert's disappearance.
In Maze's and Monsters, a young Tom Hanks plays a teenager who completely loses his grip on reality while playing the game.
The other thing that happened in 1982 was that a young man named Irving Pulling killed
himself.
His mother, Patricia Pulling, was convinced that Dungeons and Dragons
was involved. Indeed, she sued Irving's school principal, claiming that Irving's suicide
was a response to having a curse put on his character. Patricia Pulling even appeared
on 60 minutes. The creators of Dungeons and Dragons complained that 60 minutes had
misrepresented two other teenage suicides as being connected to the game, despite letters
from the bereaved mothers, saying otherwise. In her grief, Patricia Pulling described Dungeons
and Dragons as, a fantasy role-playing game which uses demonology witchcraft, voodoo, murder, rape, blasphemy, suicide, assassination, insanity, sex perversion, homosexuality, prostitution,
satanic type rituals, gambling, barbarism, cannibalism, sadism, desecration, demon summoning, necromanics, divination, and other teachings. Now, a role-playing game can describe all sorts of activities, just like
a novel or a movie, but Harry Potter uses witchcraft and not many people lose sleep over
Harry Potter. On the other hand, people seem willing to believe anything about this mysterious
game.
Explained one religious critic of Dungeons and Dragons, the number of the beast and all that,
but I think he was referring to dice.
But it wasn't just the hard-line evangelicals who worried about Dungeons and Dragons.
In 1984, a baffled police chief blamed a teenage suicide on the game.
My understanding is that once you reach a certain point where you are the master, your
only way out is death. This claim is analogous to saying that once you become a tennis
umpire, the only way to quit is to kill yourself. It makes no sense. But if you know nothing at all
about the game, you don't realise that it makes no sense.
In 1988, Tipper Gore, then wife of Al Gore, claimed that dungeons and dragons had been
linked to nearly 50 teenage suicides and homicides. But there are thousands of teenage suicides each year.
Tens of thousands over the course of the 1980s as a whole. Dungeons and Dragons was
becoming a popular game, of course. Some of those suicide victims would have
played the game, just as others would have listened to heavy metal or been
vegetarians. But people who should have known better took role-playing
games all too seriously. In 1990, the US Secret Service took the panic to the next level.
They raided the headquarters of one role-playing games publisher and confiscated their computers.
The Secret Service had become convinced that a role-playing game about futuristic cyborgs
and hackers was, in fact, a practical guide for computer crime.
This was beyond odd.
The game included rules for hacking computers by plugging your brain directly into the net
and uploading your consciousness.
It is a technique that seems unlikely to bear
fruit for any aspiring hacker, the US secret service were unmoved, right up to the point
which they were successfully sued. Remind me, who exactly is confused about the boundary
between reality and fantasy?
From the vantage point of today, it's easy to laugh. But perhaps we shouldn't feel quite so smug.
Back in February 2019, parents were anxiously warning each other about a new threat to their children.
Please read, this is real.
There is this thing called Momo that's instructing kids to kill themselves, threat to their children.
That tweet received tens of thousands of retweets as did other similar warnings. But as
with the dungeons and dragons panic, the details were a bit vague. There was an unsettling picture
of a creepy puppet. One claim was that somehow this puppet, Momo, would use WhatsApp messages
to deliver its deadly instructions. Another was that children's television programs had
been hacked, although what exactly that meant wasn't clear. Schools sent out messages of warning,
so did some police forces, so did newspapers, even the BBC. In each case, the evidence that
there was a problem was simply that others were reporting that there was a problem, and you
can't be too careful. Except that schools even gathered children together to warn them about Momo, which was
predictably absolutely terrifying for the children.
You can see where this is going.
There is no Momo puppet.
That creepy image is from a Tokyo Art Gallery's exhibition about ghosts.
There were no hacked television programs.
There have been no credible reports of any
Momo-related suicides. I'm tempted to add, there is no Momo challenge. But that wouldn't
be quite right. The Momo challenge is very real. But it exists not as a deadly game shared
among children, but as a panicky myth shared among their parents.
What we're really talking about here is the anxiety of parents who don't really understand
what their kids are into and they feel bad about it. That's just as true today as it was
a generation ago when the panic was not about WhatsApp but about wizards.
Corsary tales will return shortly.
In 1985, the cultural critic Neal Postman published an influential book, Amusing Ourselves to Death, in which he lamented the effect of television on the
intellectual, cultural and political life of the United States.
Adapting an idea from his teacher, Marshall McCluen, Postman argued that
the medium is the metaphor that any communications medium from the spoken word to the written word to primetime
TV subtly influenced the kind of ideas that could be communicated.
50 years ago, movies and TV favoured good looks and strong, simple stories, and a former cowboy
actor, Ronald Reagan, was the perfect fit for the time.
It's easy to read postman as a profit of
inevitable cultural decline with each new medium stupider than the last. But decline is not
inevitable. Consider how TV drama has been changed by the availability first of affordable box
sets and then on-demand streaming. TV producers would have to assume that people would miss episodes,
and so would make simple, predictable, episodic comedies and soap operas.
Now, writers and directors can reasonably expect that people will catch up on any episodes they missed,
or even binge watch an entire season in a weekend. The result? Longer, more complex story arcs, and characters who grow over time.
This isn't the result of some sudden cultural hunger for more sophisticated storytelling,
a subtle difference to the medium also changes the metaphor.
Movies invite us to value beauty and classic story arcs,
streaming TV drama valorizes complex plots and character development,
and reality TV thrives on attention seeking and treachery.
So then what is the underlying metaphor of a role-playing game?
The game's demand imagination.
Their collaborative, you can't really play by yourself.
They're active, rather than passive.
If you sit back and watch, nothing happens.
You need to create, not just observe the creativity of others.
A collaborative, imaginative, and actively creative pastime
doesn't sound so bad to me.
After all, we're constantly being told of the importance of creativity,
the creative class, the creative class,
the creative economy, or simply the need for every child to be creative in school.
And yet, when we actually see some creativity, we can't quite comprehend what we're looking at.
Back in 1979, Dungeons & Dragons seemed to be a bit too creative for William Deere
and the journalists and commentators who were intrigued by his theory.
The story became bigger than Dallas Egbert himself, and the question of what happened to Dallas
was forgotten.
Maze's and monsters, for example, the movie in which Tom Hanks' character becomes utterly delusional, stabbing someone, hallucinating
monsters and trying to leap from the top of the world trade centre.
Robby!
What are you doing?
I'm going to fly.
It's often thought to be loosely based on Dallas's disappearance.
Did you want to like doing it here?
Can't like it, I remember! Let's just say that in this case, the fantasy and the reality are a very long way apart.
Reading William Deer's breathless book, The Dungeon Master, it's easy to be carried away
with the tales of gadgets and stakeouts and lying down in front of trains.
But when you have time to stop and read carefully,
the story becomes a lot more mundane.
When I first heard about this steam tunnels
beneath Michigan State University,
I imagined students exploring inside huge steam-filled pipes.
But when I looked up steam tunnels on Wikipedia,
I was redirected to an entry-on
utility corridors, which is a rather more prosaic name. The corridors contain hot pipes,
but nobody gets inside the pipes themselves. William Deer describes the tunnels as stinking,
hellish and deadly. Lieutenant Bill Wardell of the MSU campus police told the Washington Post.
They're hot and dirty, but not as bad as he portrays them. Utility corridors have existed
in various universities since the 1920s, and students have been messing around in them
long before dungeons and dragons existed. A team of men, including William Deer, explored the tunnels thoroughly.
Dallas wasn't down there, but he had been missing for weeks, and it was increasingly hard
to see what rolling dice around a gaming table had to do with that.
Dallas Egbert's parents seemed to publicly accept William Deer's media-friendly theory
about a Dungeons and
Dragons game gone wrong. But Dears' investigations brought more straightforward possibilities
to light. Dallas had a drug habit, so perhaps a drug deal had gone awry. And Dallas was also
a member of the campus organization for gay students. William Deer mused about how what he called the gays might
somehow have been involved in Dallas's disappearance. More likely, Dallas's sexuality simply compounded
his risk of self-harm. Even today in our more enlightened times, gay teenagers are at substantially
greater risk of suicide. But William Deer made the dungeons and dragons theory
seem so compelling. The case ended as it began with a phone call. into tears.
Soon enough, he was reunited with his parents, and William Deere was fending off a pack of
newshounds, desperate for the scoop.
It was simple enough.
Dallas had indeed been severely depressed, and he had indeed tried to kill himself. Fortunately,
it not succeeded. But he had run away. When he called William dear, it was from all the way
down in Louisiana, leading dear and his crew of elite operatives to fly over in his private
plane. They effect what dear describes as the tense rescue, but which on a second
reading is simply two grown men knocking on the door of a rented room to find a tearful
teenage boy ready to go home. Later Dallas told deer the story over a hamburger. Apparently
he did like to hang out in the steam tunnels. I could go down there and nobody would bother me, and he also enjoyed playing Dungeons and Dragons.
When I played a character, I was that character, but didn't bring along all my personal problems
with me, it's a terrific way to escape.
And while the media clung on to the tale of a boy who'd been lost to a world of mazes and monsters, and evangelical
campaigners warned of satanic rituals, and, tip-a-goor feared an epidemic of D&D-related
suicide, the truth was simpler and harder to bear. Dallas disappeared, because he ran away, he ran away, because he was suicidally unhappy. Some young people
are. And I'm sorry to tell you that Dallas did not recover from his depression. He took
his own life a year later. But the narrative had moved on, and isolated and depressed young
man had been largely forgotten.
I have a confession to make.
I too am a role player.
I can't imagine you're terribly shocked.
But I love these games.
To me, there is important to creative outletters writing my books or this podcast,
and not everyone gets to publish a book or present a podcast with respected actors and
its own composer, but anyone can be creative in a game. I learned to play in the middle
of the satanic panic of the 1980s. I remember having to have a long conversation with a senior
teacher at my school who was concerned that the game might open me up to evil influences.
To his credit, he listened and changed his mind. And I'm still playing games. Sometimes
with the same people I went to school with, some of my oldest and closest friends. My hobby is a pastime that says creative as drawing, writing or drama, that says collaborative
as a team sport, that involves no drinks stronger than coffee, no mind-ulturing chemicals
more potent than whatever it is they used to flavor Doritos and alas, no sex at all.
The kids tell me that these days, dungeons and dragons is cool, maybe.
I'm just thankful that despite everything, the hobby has survived and flourished.
William Deere has survived and flourished too, penning works such as OJ is innocent and
I can prove it, and appearing in the TV documentary Alien
or Topsy, Fact or Fiction. He was interested in the entertainment business back in the 1980s,
too. He had been urging Dallas and his family to work with him on a movie about the case,
but as Dallas's mother Anna said,
It was never all that exciting.
He just got on a bus and went as far as his money would take him.
Yet when William Deere told the story, it was an unforgettable tale.
The fragile barrier between reality and fantasy indeed.
The key sources for this episode are of Dyson Men by David Ewolt and playing at the world
by John Peterson and of course The Dungeon Master by William Deere. For a full list of references, see TimHalford.com
Corsinary Tales is written by me Tim Halford with Andrew Wright.
It's produced by Ryan Dilly and Marilyn Rust.
The sound design and original music are the work of Pascal Weiss, Julia Barton, edited
the scripts.
Starring in this series of Corsinary Tales are Helena Bonham Carter and Jeffrey Wright,
alongside Nazar Alderazi, Ed Gochan, Melanie Guthridge,
Rachel Hanzhaw, Cobna Holdbrook Smith, Greg Lockett, Masey M. Monroe and Rufus Wright.
The show also wouldn't have been possible without the work of Mia LeBelle, Jacob Weisberg,
Heather Fabe, John Schnarrs, Carly McLeory, Eric Sandler, Emily Rostick, Maggie Taylor,
Daniela Lacan and Maya Canig.
Corsionary Tales is a production of Pushkin Industries.
If you like the show, please remember to share, rate and review. music you