
Loading summary
Narrator
Foreign.
Subaru Representative
The holiday season is back, which means it's a time for giving. Subaru and its retailers believe in giving back to those who need it most. For the past 17 years, Subaru has made the act of buying a Subaru during the holiday season an act of love. When you purchase or lease a new Subaru during the Subaru Share the Love event, Subaru and its retailers donate a minimum of $300 to charity. By the end of this year's event, Subaru and its retailers will have donated nearly $320 million to national and hometown charities. To learn More, go to subaru.com/subaru More.
Guardian Bike Advertiser
Than a Car company Attention parents and grandparents. Are you searching for the perfect gift for your kids this holiday season? Give the gift of adventure that will last all year long. A Guardian Bike the easiest, safest and quickest bikes for kids to learn on Kids are learning to ride in just one day. No training wheels needed. My son rides a guardian bike every day on his paper round and he loves it. And we had a good time building the bike together too. It comes in a box and is easy to assemble with all the tools you need and simple online instructions. The bike looks great and with a sure stop braking system, it brakes quickly and safely without locking the front wheel and sending you over the handlebars. Join hundreds of thousands of happy families by getting a guardian bike today. Their holiday sales have begun offering the biggest deal of the year. Save up to 33% on bikes, no code needed. Plus get free shipping and a free bike lock and pump with your first purchase after signing up for their newsletter. Visit guardianbikes.com to take advantage of these deals and secure your holiday gifts today.
William Dear
Happy riding.
T-Mobile Representative
The most innovative companies are going further with T Mobile for business. Together with Delta, they're putting 5G into the hands of ground staff so they can better assist on the go travelers with real time information. From the Delta Sky Club to the JetBridge, this is elevating customer experience. This is Delta with T Mobile for Business. Take your business further@t mobile.com now.
William Dear
As all Dungeon Masters and adventurers know, 2024 is the 50th anniversary of Dungeons and Dragons, the first commercial role playing game. I'm a huge fan of role playing games. I've been playing them since the early 1980s and to mark the anniversary, I wanted to give you another chance to hear an old favourite, a quick word of warning.
Guardian Bike Advertiser
This episode discusses death by suicide.
William Dear
If you're suffering emotional distress or having suicidal thoughts, support is available. For example, from 988 Suicide and Crisis Lifeline in the US and from the Samaritans. If you're in the UK, Cautionary Tales will return with new episodes on 10 January. In the meantime, I give you Demonizing Dungeons and Dragons.
Narrator
In Raymond Chandler novels and in Humphrey Bogart movies, it often begins with a telephone call. Strange to say, in real life, it often begins that way, too.
William Dear
Those are the words of William Dear. 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, moustachioed, 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 Deer. The two men had met a few times.
T-Mobile Representative
My nephew has disappeared. He was taking a summer course at Michigan State University in East Lansing when it happened.
Narrator
And he didn't just run off.
T-Mobile Representative
He's not that kind of kid. He loves school. In fact, he's considered to be a genius.
William Dear
The boy, James Dallas Egbert III or Dallas, was just 16 years old.
T-Mobile Representative
He graduated from high school at 13, entered college at 14. I'm telling you, dear, he's not the type to just go on the road.
William Dear
Well, maybe and maybe not. Young Dallas had been missing for eight days already. William Dear called Dallas's parents.
T-Mobile Representative
Mr. Dear, thank God you called. I'm so desperate about my son. I. I don't know if he's committed suicide and is lying in some ditch or what. Maybe he's been kidnapped.
William Dear
Deer's team was soon packing for the trip to East Lansing, Michigan. There was an expert pilot and a sniper, Vietnam vet. They assembled telephoto lenses, bugging devices, tracking systems and spy cameras. Deer 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 Deer's instinct. It was also Anna Egbert's. According to Deer's account, she blamed herself.
T-Mobile Representative
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.
William Dear
Deer's team started asking questions around the university. What they discovered deepened the fear that this was a case of suicide. Dallas was depressed. But Deer also asked what did Dallas like to do with his spare time. His classmates said that he liked computers. At the time, computers were rare and mysterious. And Dallas did some other mysterious things too. But then, so did William Dear. 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, Deer decided that he really needed to put himself in Dallas position. Literally.
Narrator
I laid down on the railroad ties and tried to imagine myself as Dallas. Was this how Dallas felt?
William Dear
His colleague screamed a warning. The oncoming train had a cattle catcher. William Deer 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 Deer couldn't rid himself of the suspicion that there was something rather different behind Dallas 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 Deer didn't know what Dungeons and Dragons was. Neither did Dallas's friends.
Guardian Bike Advertiser
I don't know how to play it.
Subaru Representative
But I do know that you can't play if you're a dumbass.
William Dear
But what kind of game is it? William Deer received phone calls. There were rumours. 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 & Dragons was pretty much unknown. Dallas's disappearance was going to change all that. As William Deer explained in his subsequent book titled the Dungeon Master, he wanted to get into those mysterious tunnels to search for Dallas's body in order to pressure Michigan State University into giving access to a celebrity detective from Texas. Deer frequently spoke to the press about his Dungeons and Dragons hypothesis. The newspapers lapped it up. Tunnels are search for missing student, 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, rumours 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 calf sliver 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 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.
Narrator
I didn't know what to expect from my Dungeon Master. Would he show up in a Merlin costume with a funny pointed cap? I knew he would have complete control over the circumstances of the fantasy adventure on which I was about to embark.
William Dear
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.
Guardian Bike Advertiser
Attention parents and grandparents. Are you searching for the perfect gift for your kids this holiday season? Give the gift of adventure that will last all year long. A Guardian Bike the easiest, safest and quickest bikes for kids to learn on. Kids are learning to ride in just one day. No training wheels needed. My son rides a Guardian bike every day on his paper round and he loves it. And we had a good time building the bike together too. It comes in a box and is easy to assemble with all the tools you need and simple online instructions. The bike looks great and with the SureStop braking system, it brakes quickly and safely without locking the front wheel and sending you over the handlebars. Join hundreds of thousands of happy families by getting a Guardian Bike Today their holiday sales have begun offering the biggest deal of the year. Save up to 33% on bikes. No code needed. Plus get free shipping and a free bike lock and pump with your first purchase. After signing up for their newsletter, visit guardianbikes.com to take advantage of these deals and secure your holiday gifts today.
William Dear
Happy riding.
Malcolm Gladwell
The most innovative companies are going further with T Mobile for Business tractorsupply trusts 5G solutions from T Mobile. Together we're connecting over 2,200 stores with 5G business Internet powering AI so team members can match shoppers with the products they need faster. Together with Delta, T Mobile for business is putting 5G into the hands of ground staff so they can better assist on the go travelers with real time information. By leveraging the nation's largest 5G network, Delta aims to improve operations across nearly every part of the journey, from check in and boarding to departure arrival, baggage handling and beyond. Tractor supply. Delta and T Mobile for Business are all passionate about connecting people and places while delivering exceptional customer experiences along the way. These partnerships are paving the way for unprecedented innovation. Learn more about taking your business further by visiting t mobile.com now.
LifeLock Advertiser
For many of us, the holiday season means more travel, more shopping, more time online and more of your personal information in more places you can't control. It only takes one innocent mistake, even if it's not your mistake, to expose you to identity theft. Not to worry, Lifelock monitors hundreds of millions of data points every second and alerts you to threats you could miss by yourself. Even if you keep an eye on your bank and credit card statements. If your identity is stolen, your own US based restoration specialist will fix it, guaranteed. The last thing you want to do this holiday season is face drained accounts, fraudulent loans or other financial losses from identity theft all alone. Gift yourself the peace of mind that comes with Lifelock and spend more time doing more of the holiday things you love. Visit lifelock.com pushkin and save up to 40% your first year. That's 40% off@lifelock.com Pushkin LifeLock for the threats you can't control.
William Dear
Cautionary tales will be back in a moment. William Deer 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, who was accompanied by a sneak thief named Dan. Nor did Deer 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 escape tunnel, pursued by some guards, being attacked by giant rats, being taken prisoner by orcs, and finally triumphing 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 it was all very tame. But William Deer 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.
Narrator
Dungeons and Dragons could have absorbed him so much that his mind had slipped through the fragile barrier between reality and fantasy.
William Dear
If there is a time and a place that the fragile barrier between reality and fantasy first broke down, Perhaps it was St. Paul, Minnesota, in 1969. Behind this breakdown was a young physics graduate named David Wesley. Wesley was a founder of the Twin Cities Military Miniatures Group, a wargaming club. War games 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 was H.G. wells. War games 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 tabletop 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 judgment 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 more unusual roles. One 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. Then the players told him they loved it. One of those players was Dave Arneson, who seized Westley's idea with both hands in a follow up game set in a Banana Republic. Arneson started as a student revolutionary, but managed to convince the other players he was working for the CIA. He ran rings round 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 Arneson 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 Arneson, 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 Deer feared had driven Dallas Egbert into some kind of delusional state where he imagined he was a wizard. So does the barrier between reality and fantasy break down in a roleplaying 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 fuelled demand. The game briefly appears in E.T. which was released in 1982, and at the same time, but less favourably, in Mazes and Monsters, a TV movie Inspired by the giddy media reports about Dallas Egbert's disappearance, Tom Hanks and his friends get caught up in a deadly game of fantasy until they take it too far. In Mazes and Monsters, a young Tom Hanks plays a teenager who completely loses his grip on reality while playing the game. This is only a game.
LifeLock Advertiser
I know I killed somebody.
William Dear
Mazes and Monsters, Saturday at 3 on ZTV, Fox 17. 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, necromantics, 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 seemed willing to believe anything about this mysterious game.
Chase Representative
There are sixes involved in the pieces.
William Dear
Of the 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 hardline evangelicals who worried about Dungeons and Dragons. In 1984, a baffled police chief blamed a teenage suicide on the game.
T-Mobile Representative
My understanding is that once you reach a certain point where you are the master, your only way out is death.
William Dear
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 at 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. Inform everyone you can. 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 programmes. 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.
Guardian Bike Advertiser
Attention, parents and grandparents, are you searching for the perfect gift for your kids this holiday season? Give the gift of adventure that will last all year long. A Guardian Bike the easiest, safest and quickest bikes for kids to learn on Kids are learning to ride in just one day. No training wheels needed. My son rides a Guardian bike every day on his paper round and he loves it and we had a good time building the bike together too. It comes in a box and is easy to assemble with all the tools you need and simple online instructions. The bike looks great and with the SureStop braking system, it brakes quickly and safely without locking the front wheel and sending you over the handlebars. Join hundreds of thousands of happy families by getting a Guardian bike today. Their holiday sales have begun offering the biggest deal of the year. Save up to 33% on bikes. No code needed plus get free shipping and a free bike lock and pump with your first purchase. After signing up for their newsletter, visit guardianbikes.com to take advantage of these deals and secure your holiday gifts today.
Subaru Representative
Happy riding the most innovative companies are going further with T Mobile for Business Tractor Supply trusts 5G solutions from T Mobile. Together they're connecting over 2,200 stores with 5G business Internet powering AI so team members can match shoppers with the products they need faster. Together with Delta, T Mobile for business is putting 5G into the hands of ground staff so they can better assist on the go travelers with real time information. By leveraging the nation's largest 5G network, Delta aims to improve operations across nearly every part of the journey from check in and boarding to departure arrival, baggage handling and beyond. Tractor Supply Delta and T Mobile for Business are passionate about connecting people and places while delivering exceptional customer experiences along the way. These partnerships are pacing the way for unprecedented innovation. Learn more about taking your business further by visiting t mobile.com now.
Chase Representative
Chase for Business and Iheart bring you a podcast series called the Unshakables. This one of a kind series will shine the spotlight on small business owners like you who faced a do or die moment that ultimately made their business what it is today. Learn more@chase.com business podcast Chase make More of what's Yours Chase Mobile app is available for select mobile devices. Message and data rates may apply. J.P. morgan Chase NA Member FDIC 2024 J.P. morgan Chase & Co.
William Dear
Cautionary Tales will return short in 1985, the cultural critic Neil 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 McLuhan, 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. Fifty 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 prophet of inevitable cultural declines, 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 valorises 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 games demand imagination. They're 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 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 Deer 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 long after the panic remained. Mazes and Monsters, for example, the movie in which Tom Hanks, his character, becomes utterly delusional, stabbing someone, hallucinating monsters and trying to leap from the top of the World Trade Center. Robbie, what are you doing?
Narrator
I'm going to fly.
William Dear
Is often thought to be loosely based on Dallas disappearance. GG what am I doing here, Kate?
LifeLock Advertiser
Why can't I remember?
William Dear
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 imagine 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 dangerous. Deadly. Lt. 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 Deer's 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 organisation for gay students. William Dear mused about how what he called the gays might somehow have been involved in Dallas 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.
T-Mobile Representative
Mr. Dear, this is Dallas.
William Dear
And then Dallas burst into tears. Soon enough he was reunited with his parents and William Deer 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, he'd not succeeded, but he had run away. When he called William Deer, it was from all the way down in Louisiana, leading Deer and his crew of elite operatives to fly over in his private plane. They effect what Deer describes as a 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. I didn't bring along all my personal problems with me. It's a terrific way to escape. And while the media clung onto the tale of a boy who'd been lost to a world of mazes and monsters, and evangelical campaigners warned of satanic rituals and Tipper Gore feared an epidemic of D and 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. An 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, they're as important a creative outlet as 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's as creative as drawing, writing or drama, that's as collaborative as a team sport that involves no drinks stronger than coffee, no mind altering chemicals more potent than whatever it is they use to flavour 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 Deer has survived and flourished, too, penning works such as OJ Is Innocent and I Can Prove it and appearing in the TV documentary Alien, 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.
Subaru Representative
Was never all that exciting.
T-Mobile Representative
He just got on a bus and went as far as his money would take him.
William Dear
Yet when William Deer told the story, it was an unforgettable tale. The fragile barrier between reality and fantasy. Indeed, the Key sources for this episode are Of Dice and Men by David Ewaldt and Playing at the World by John Peterson and of course, the Dungeon Master by William Deer. For a full list of references, see TimHarford.com Cautionary Tales is written by me, Tim Harford with Andrew Wright. It's produced by Ryan Dilley and Marilyn Rust. The sound design and original music are the work of Pascal Wise. Julia Barton edited the scripts. Starring in this series of Cautionary Tales are Helena Bonham Carter and Jeffrey Wright, alongside Nazar Alderazi, Ed Gochan, Melanie Gutteridge, Rachel Hanshaw, Kobner, Holbrook Smith, Greg Lockett, Nassey Munro and Rufus Wright. The show also wouldn't have been possible without the work of Mia LaBelle, Jacob Weisberg, Heather Fane, John Schnars, Carly Migliore, Eric Sandler, Emily Rostock, Maggie Taylor, Daniela Lacan and Maya Koenig. Cautionary Tales is a production of Pushkin Industries. If you like the show, please remember to share, rate and review Foreign.
Malcolm Gladwell
This is Malcolm Gladwell from Revisionist History looking for a ride that turns every drive into an exciting adventure. Picture this. It's a Tuesday morning. You could take the usual route, or you could take the ultimate route. Say goodbye to mundane commutes with thrilling performance, slick design and technology that practically reads your mind. Driving becomes less of a chore and more of an experience. Because why just get from A to B when you can do it with unparalleled style and flair. Unleash the passion for driving. Get behind the wheel of a BMW today. BMW the ultimate driving machine. Learn more at BMW USA.com attention parents and grandparents.
Guardian Bike Advertiser
Are you searching for the perfect gift for your kids? The this holiday season, give the gift of adventure that will last all year long. A Guardian Bike the easiest, safest and quickest bikes for kids to learn on. Kids are learning to ride in just one day. No training wheels needed. My son rides a Guardian bike every day on his paper round and he loves it. And we had a good time building the bike together too. It comes in a box and is easy to assemble with all the tools you need and simple online instructions. The bike looks great and with the SureStop braking system, it brakes quickly and safely without locking the front wheel and sending you over the handlebars. Join hundreds of thousands of happy families by getting a Guardian bike today. Their holiday sales have begun offering the biggest deal of the year. Save up to 33% on bikes. No code needed. Plus get free shipping and a free bike lock and pump with your first purchase. After signing up for their newsletter. Visit guardianbikes.com to take advantage of these deals and secure your holiday gifts today.
William Dear
Happy riding.
Malcolm Gladwell
It's the night before Christmas and all through the house. Not a creature is stirring except you, because you forgot to lock the front door. Have you been there? Not anymore. With the MyQ app, you can lock your doors from bed or set them to lock every night automatically. Out holiday shopping and your parents show up unannounced, send them a code for the MYQ Smart Lock while you finish shopping. From welcoming surprise visitors to securing your home during holiday travels, MyQ's got your back. Ready to boost your home's IQ this holiday season, head to myq. Com.
In the "Demonizing Dungeons & Dragons" episode of Cautionary Tales with Tim Harford, released on December 20, 2024, Tim Harford delves into the infamous moral panic surrounding the role-playing game Dungeons & Dragons (D&D) during the late 1970s and early 1980s. This episode meticulously unpacks how unfounded fears and media sensationalism transformed a popular pastime into a scapegoat for various societal issues, ultimately leading to tragic misconceptions and personal loss.
The narrative begins with the mysterious disappearance of 16-year-old James Dallas Egbert III in August 1979. Harford introduces William Dear, a renowned private detective, who was entrusted by Dallas's distressed parents to locate their missing son.
[02:17] William Dear: "I'm a huge fan of role playing games. I've been playing them since the early 1980s and to mark the anniversary, I wanted to give you another chance to hear an old favourite, a quick word of warning."
Dear's investigation initially leaned towards the simplest explanation: suicide. Both he and Dallas's mother, Anna Egbert, believed Dallas might have taken his own life due to severe depression.
[05:08] William Dear: "The simplest explanation of Dallas's disappearance was that the young man had killed himself."
As Dear delved deeper, he stumbled upon a more sensational theory that linked Dallas's disappearance to D&D. At the time, Dungeons & Dragons was relatively obscure, and its mysterious nature made it an easy target for speculation and fear.
[07:19] Narrator: "I laid down on the railroad ties and tried to imagine myself as Dallas. Was this how Dallas felt?"
Dear's curiosity about the game led him to participate in a session, hoping to understand its impact on Dallas. Contrary to the harrowing rumors, the game was a collaborative and imaginative exercise, far removed from the dark and dangerous portrayal in the media.
[16:40] William Dear: "When you know nothing at all about the game, you don't realize that it makes no sense."
The media seized upon Dear's D&D theory, amplifying fears and perpetuating myths. Headlines from reputable sources like The New York Times referred to the game as "bizarre" and "intellectual," fueling public anxiety.
[22:00] Malcolm Gladwell: "It's easy to read Postman as a prophet of inevitable cultural declines, with each new medium stupider than the last."
This period saw an explosion of negative portrayals, including the TV movie Mazes and Monsters, starring Tom Hanks, which dramatized the supposed dangers of immersive role-playing games. Additionally, figures like Tipper Gore and Patricia Pulling spearheaded campaigns linking D&D to suicides and other societal ills, despite lacking credible evidence.
[25:30] William Dear: "It wasn't just the hardline evangelicals who worried about Dungeons and Dragons."
Harford draws parallels between the D&D panic and contemporary fears, such as the unfounded hysteria surrounding the "Momo Challenge." Both instances reflect societal anxieties about youth engagement in misunderstood or non-traditional activities.
[29:45] Tim Harford: "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."
These panics underscore a recurring theme: the tendency to scapegoat novel or misunderstood activities during times of uncertainty and fear.
Ultimately, Dallas was found unharmed but tragically succumbed to his depression a year later. His untimely death highlights the real issues overshadowed by baseless fears. The episode emphasizes that the moral panic surrounding D&D did little to address the underlying mental health struggles faced by young individuals like Dallas.
[39:04] William Dear: "Dallas told me the story over a hamburger. Apparently he did like to hang out in the steam tunnels. And he also enjoyed playing Dungeons and Dragons. When I played a character, I was that character."
In his concluding reflections, Harford acknowledges his own participation in role-playing games, underscoring the positive aspects of creativity, collaboration, and imagination inherent in such activities. He criticizes the ease with which society demonizes misunderstood hobbies without substantial evidence, advocating for a more nuanced understanding of new cultural phenomena.
[42:00] Tim Harford: "A collaborative, imaginative and actively creative pastime doesn't sound so bad to me."
Media Influence: Sensationalist media coverage can distort public perception, leading to widespread moral panics based on misinformation.
Misplaced Fear: Linking unrelated societal issues to specific activities without evidence can divert attention from addressing the root causes.
Understanding and Acceptance: Greater awareness and understanding of diverse hobbies and interests can mitigate unfounded fears and promote a more inclusive society.
William Dear on Initial Assumptions:
[05:08] "The simplest explanation of Dallas's disappearance was that the young man had killed himself."
Harford on Modern Parallels:
[29:45] "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."
Reflection on Role-Playing Games:
[42:00] "A collaborative, imaginative and actively creative pastime doesn't sound so bad to me."
"Demonizing Dungeons & Dragons" serves as a poignant reminder of the dangers of misinformation and the ease with which society can succumb to unfounded fears. Through the lens of Dallas Egbert's tragic story, Tim Harford encourages listeners to approach new and misunderstood cultural phenomena with curiosity and empathy rather than suspicion and panic. This episode not only revisits a significant moment in gaming history but also offers timeless lessons on media responsibility and the importance of addressing genuine societal issues with informed perspectives.