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The Death of Imagination; The Funeral of Dungeons and Dragons

The popularity of roleplaying games, typified by Dungeons and Dragons, has declined since the heydays of the 1980s, when the brand was selling 750,000 copies per year — approximately $7.5 million dollars in revenue. Set upon from one side by ever-evolving computer gaming, and with an increase in the popularity of boardgames amongst real-world game aficionados, have we lost a unique and profound tool that built the current generation of creative thinkers?

I played a lot of roleplaying games from my preteen years well into my thirties. It all started with Dungeons and Dragons at my friend Brooke Fishback’s house in primary school. I don’t know how the Fishback boys — there were three of them, Chris, Brooke, and Neale, in descending order of age — got into D&D, but they had a selection of books, and we used them all.

There’s a popular perception of kids who play Dungeons and Dragons being awkward: dorks, geeks, socially-uncomfortable. That would certainly apply to me, but the Fishbacks were pretty popular. So it wasn’t just a harbour for those who didn’t fit in, it was transformational: Dungeons and Dragons allowed us to transcend poverty, escape the fishbowl of school, travel to places we couldn’t even pronounce the names of, and aspire to defeat evil. It wasn’t just playing make-believe, it was playing make-life-better-believe. With (imaginary) swords. The stories we created together were bigger than our real world lives.

It was more than playing make-believe, though. Roleplaying supplemented, and replaced at times, our formal education. It built key skills in creativity, comprehension, mathematics, logic, and group dynamics. To say that Dungeons and Dragons is directly responsible for any academic success I managed is probably not far from the truth. And I’m not the only one who feels that way.

The list of creative people who credit roleplaying games with helping them achieve success is quite broad: Stephen Colbert, Vin Diesel, Jon Favraeu, James Franco, Matt Groening, Dan Harmon, Marilyn Manson, Moby, Mike Myers, Patton Oswalt, Wil Wheaton, and Robin Williams sit alongside more mainstream figures like Tim Duncan, Michael Gove, and Elon Musk — all of whom publicly laud roleplaying, and typically Dungeons and Dragons.

‘A whole new kind of game. No board — just dice, just probabilities. It allowed me to enter the world of the books I was reading. I put more effort into that game than I ever did into my schoolwork.

‘We were all complete outcasts in school — beyond the fringe, beyond nerds. We were our own sub-dimensional bubble of the school. I’m not even sure we were on the rolls of any of the classes; that’s how outcast we were.’
— Stephen Colbert
(http://pc.gamespy.com/pc/dungeons-dragons-online/537989p1.html)

Those in the creative industries have the most to say about the impact of roleplaying on their careers:

‘[Dungeons and Dragons] gave me a really strong background in imagination, storytelling, understanding how to create tone and a sense of balance. You’re creating this modular, mythic environment where people can play in it.’
— Jon Favreau
(http://articles.latimes.com/2008/may/05/entertainment/et-favreau5)

But it’s not all upside for Favreau. Like many of us (by choice or circumstance), he is a recovering gamer. It’s maybe not what we want to hear, but there’s some truth to it:

‘When I was young, it was exciting, but as I got older it felt like it was keeping me from progressing. You’re social in your small circle, but it’s asocial to the wider world.’
— Jon Favreau
(http://articles.latimes.com/2008/may/05/entertainment/et-favreau5)

The cross-over between the collaborative storytelling of Dungeons and Dragons and creative roles is understandable, but the enthusiasm — bordering on obsession, perhaps — that the game inculcates lends itself to all sorts of mathematical, problem-solving, and logic skills as well. Estimating a die roll is inherently teaching the mathematics behind the probability, without the explicit ‘learning outcomes’ that educational institutions are so fond of these days. Michael Gove, a Cabinet Minister in the UK government — and ironically the former Secretary of State for Education — loves the maths of gaming:

‘Michael likes calculating the probabilities of the polyhedral dice – the probability that your character will come across a monster or break down a door.’
— Ian Livingstone, Founder of Games Workshop
(http://www.ibtimes.co.uk/computer-games-mps-fruit-ninja-angry-birds-528372)

The focus on collaboration, not only in the game, but amongst the players — people who meet to play in real life — is perhaps the most important and least lauded skill roleplaying can teach. If you have ever had to manage a group of school-age gamers through something as simple as what kind of pizza to order, you have a head start on most leadership MBA candidates. And if you think technical project management is in your future, the archetypes are all there amongst roleplaying aficionados.

As (at least one of) the father(s) of Dungeons and Dragons says:

‘The essence of a role-playing game is that it is a group, cooperative experience.’
— Gary Gygax, co-creator of Dungeons and Dragons
(http://www.nytimes.com/2008/03/05/arts/05gygax.html?_r=1&ref=arts&oref=slogin)

Roleplaying games, with Dungeons and Dragons as the prime example, came out of a wargaming background. And wargaming is a type of boardgame, when you get down to it. It’s important to recognise, however, that boardgames are not the same as roleplaying games. Boardgames have closed rulesets, with prescriptive outcomes, and clear winners and losers. They lack the open-ended aspect of roleplaying, and because of that they are often ‘easier’. But that also means that they do not nurture the same skill-set, particularly for creative thought and group dynamics.

‘There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you’re involved in, whether it’s a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.’
— Gary Gygax, co-creator of Dungeons and Dragons

If you compare the proposed outcome, an experience versus a clear winner, you have just glimpsed the difference between a game of Dungeons and Dragons, and one of Warhammer 40,000 — probably the most popular wargame in the world, which is often nicknamed ‘Arguehammer 40,000’.

The very nature of computer programming lends itself to rulesets similar to boardgames. There is no way, currently, to ask a computer to use its imagination. It is also considerably easier to switch on a computer and lose yourself in an immersive scripted environment. Very few, if any, players on World of Warcraft — the most popular online massively multiplayer online role-playing game (MMORPG) spend time talking to the shopkeeper while buying a latern; in Dungeons and Dragons that interaction could take hours and become a key part of the narrative, as the Dungeon Master reacts to the players’ actions.

Perhaps this is why a rise of board and computer gaming amongst the geek community is worrying. Anecdotally, many former roleplaying aficionados have, like Jon Favreau, stopped playing altogether, or have shifted their focus towards board and/or computer games. And while those games still exercise our logical faculties, they do not train our brains to imagine. We can consume, at voracious speed, but we do not create.

‘Pen-and-paper role-playing is live theater and computer games are television. People want the convenience and instant gratification of turning on the TV rather than getting dressed up and going out to see a live play. In the same way, the computer is a more immediately accessible way to play games.’
— Gary Gygax, co-creator of Dungeons and Dragons
(http://www.nytimes.com/2006/02/27/arts/27drag.html?_r=2&oref=slogin&pagewanted=all&)

This is not to say that boardgames and computer games aren’t fun. They certainly are, or the industry wouldn’t have leaned in that direction. However, the loss of roleplaying is a loss of skills and opportunities, across the board.

Are we approaching a post-literate, post-storytelling age? When the newest written entertainment is Facebook, it might be worth wondering. Especially when Dungeons and Dragons had broad appeal, and an impact which was felt throughout society, not just on the creative industries.

Gary Gygax died in 2008. His creative partner, Dave Arneson, died in 2009. While there is some controversy over who did what and the credit that came from Dungeons and Dragons, there is no question that those two men created a cultural phenomenon that touched people throughout society.

‘It really meant a lot to him to hear from people from over the years about how he helped them become a doctor, a lawyer, a policeman, what he gave them… he really enjoyed that.’
— Gail Gygax, Gary Gygax’s widow
(http://usatoday30.usatoday.com/news/nation/2008-03-04-2989882230_x.htm)

Further reading:

http://www.nytimes.com/2014/07/14/books/dungeons-dragons-has-influenced-a-generation-of-writers.html

http://forum.reapermini.com/index.php?/topic/38481-dungeons-and-dragons-as-a-teaching-tool/

http://www.salon.com/2011/03/09/dungeons_and_dragons_comes_back/

http://news.bbc.co.uk/1/hi/magazine/3655627.stm

https://en.wikipedia.org/wiki/Dave_Arneson

https://en.wikipedia.org/wiki/Gary_Gygax

https://en.wikipedia.org/wiki/Dungeons_%26_Dragons

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Viola, we’re not in Talia anymore

Another one to file in the ‘some people know this and some people don’t’ category: I parted ways with Talia, the company that I worked with for more than a decade, at the end of last year. I’m proud of the work we did together, growing from three guys in a room to one of the largest independent satellite network operators. I left on what I hope are good terms, and I am sure they will continue to thrive.

Of course, I want to thrive, as well. I’ve done some consulting work since branching out on my own — technical, business development, and brewing — and after looking around, found something I think I can dig my teeth into: a DevOps and Cloud startup that I call Cloud Familiar. And I want you to know about it.

Leaving Talia was a risk, but there were reasons. Over the years I had moved away from being directly involved with technology, and I missed it. I’d also gotten tired of barely escaping war and coups — it makes good stories, but I’m not as young as I used to be. And the satellite market is getting more difficult by the day, with a severe imbalance of supply and demand making the satellite operators hungry for direct sales (again). Talia is addressing the market weakness by adding system integration work, which I think is a good decision. It’s just not what I want to do with my time.

Also, I looked around at a lot of the people slightly older than me. There aren’t that many jobs out there in satellite for the ex-VPs. And probably there will be fewer as time goes on.

I had the luxury of being able to think about what I want to do without immediate pressure. Going back to University, I’ve always been a systems man, and a free open source evangelist. On the side of Talia, I’d kept up with developments in the systems world, and can talk DevOps, automation, the Cloud, Containers, Openstack, and all the new hotnesses. Consulting gigs on those topics are plentiful, and the pay isn’t bad.

But there should be something more exciting than that, right? Well, I thought, let’s do a startup that will leverage all the new hotness and bring something cool to market. We can do the consulting, and then build on it to do something interesting: a Cloud-first DevOps consultancy and automatic Cloud brokerage service.

For those who don’t know, the Cloud is all about hosting services on equipment that’s delivered in an on-demand basis. Basically, it’s renting capacity, and many of the big companies today are using it rather than having any owned infrastructure. Cloud Familiar helps companies get ready for a move to the cloud in a way that doesn’t lock them into any one provider. And then we help them to automatically shift between providers if a better deal comes along, or there’s an outage or other technical problem.

On the side of all this, consulting, satellite, FOSS, Linux, and the developing world are still all definitely on my plate. If the right opportunity, either contract or permanent, presents itself I’m not going to turn it down out of spite.

So, now for a request. You made it this far. If you have Linkedin, and we’ve worked together in the past, a few words of personal recommendation would be very welcome. I will happily reciprocate. And if you need help figuring out the Cloud, need some bizdev work done, or want to talk about satellite, brewing, Linux, or anything else, get in touch. I’d be happy to hear from you!

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Remember, Remember, the Fifth of November

Today is my fourth wedding anniversary. Sort of, anyway. It’s a bittersweet day, because it should be the day we celebrate being together, only we aren’t together, and haven’t been for a while.

Some people already know that I’m separated from Andrea. Most people don’t. I don’t really live my life online, and this is a very complicated, personal, and emotional issue. Please, I don’t need Facebook messages of solidarity, or retweets; a kind word in private, here or there, is always welcome (as is a number of bottles of decent Paso Zin).

It’s not important to talk about the whys, wherefores, and lay blame for our breakup. We both want different things from life, and those desires aren’t compatible. Neither of us is worse, or better, than the other. I’ve tried very hard to keep some sort of relationship intact, because no matter what, the time we spent together was important; being over doesn’t mean it’s disappeared from memory.

Although I manage to talk about these things in a matter-of-fact way, the internal dialogue is a lot more complicated. I’ve some deep-seated, and frankly irrational, guilt, probably as the child of a divorced couple, that I should have somehow not allowed this to happen. As it is, I tried hard to make things ‘better’, to the point where I didn’t recognise myself anymore. Dealing with the situation in a productive way is difficult, but I’m doing better than I was, and I can only imagine it will get easier as time goes on.

Part of what has guided me through all this is that, well, I’m not exactly in a unique position, am I? And, even after a (tough) break up, I’m still more fortunate than a lot of people. I’m not sure I would be so flippant as to say I’m better off for the experience, but sometimes it’s hard to see any positives when you’re sad. If I take an honest look at my life I have to admit that it could be much worse.

So, for those of you who were there with us on 5 November, 2011, thank you. I hope you enjoyed yourselves, and I know that I did. And I hope that we will all have fun, loving, and happy lives going forward, in whatever form they take.

Peace and love to all.

Travis

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Best Picture Nominees 2015

So, maybe you don’t know this, but every year I try to see all the Oscar Best Picture nominees. This has gotten easier over time, and I’m half way there this year.

My short reviews so far:

American Sniper. Bradley Cooper does a great job in a fairly disappointing, overly-sentimental, one-sided movie (not film, movie). This is a ‘Merican movie for ‘Mericans. Shouldn’t have been nominated for Best Picture, for lots of reasons.

Birdman or (The Unexpected Virtue of Ignorance). Simply amazing, with great depth and nuance. Michael Keaton is brilliant, self-mocking, and transformational. He is my pick for Best Actor and Best Original Screenplay.

Boyhood. You have never seen a film (not a movie) like this, because there has never been a film like this. I will watch again for at least 10 years. You owe it to yourself to see it. My pick for Best Picture and Best Director.

The Grand Budapest Hotel. I really liked it, but I also really liked Birdman and Boyhood. It’s not that it’s not good, it’s just not as important. It is WAY better than American Sniper, mind you.

And so, I still have four to go: The Imitation Game, Selma, The Theory of Everything, and Whiplash. I’ll update this later, but I don’t think I’ll find anything to compete with Boyhood at this point. It’s not only in another league, it’s the only film to ever be in that league. Twelve years of filming, people.

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