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December 20, 2024 37 mins

When James Dallas Egbert III was reported missing from his college dorm in 1979, one of America's most flamboyant private detectives was summoned to solve the case. "Dallas" faced the same problems as many teenagers, but P.I. William Dear stoked fears that he might have fallen under the evil spell of a mysterious and sinister game: Dungeons & Dragons...

Tim Harford returns with brand new episodes of Cautionary Tales on January 10th. In the meantime, Merry Christmas from the Cautionary Tales team!

For a full list of sources, see the show notes at timharford.com

See omnystudio.com/listener for privacy information.

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Transcript

Episode Transcript

Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:15):
Pushkin, as all dungeon masters and adventurers know. Twenty twenty
four is the fiftieth 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
nineteen eighties, and to mark the anniversary, I wanted to

(00:37):
give you another chance to hear an old favorite. A
quick word of warning. This episode discusses death by suicide.
If you're suffering emotional distress or having suicidal thoughts, support
is available, for example, from nine eight to eight Suicide
and Crisis Lifeline in the US and from the Samaritans

(00:59):
if you're in the UK. Cautionary Tales will return with
new episodes on the tenth of January. In the meantime,
I give you demonizing Dungeons and Dragons.

Speaker 2 (01:21):
And Raymond Chandler novels, and in Humphrey Bogart movies, it
often begins with a telephone call. Strange to say in
real life that often begins that way too.

Speaker 1 (01:33):
For those are the words of William Deer. He's going
to take us on an adventure that's full of thrills, surprises,
and terrors. William Dear is one of the most famous
private detectives in the world. Dashing mustachioed, sporting a vast
gold ring. He's a star with his own private plays,

(01:55):
and this telephone call in August nineteen seventy nine 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, Alliam Deer.
The two men had met a few times.

Speaker 3 (02:15):
My nephew has disappeared. He was taking a summer course
at Michigan State University and East Lansing when it happened.

Speaker 2 (02:21):
And he didn't just run off.

Speaker 3 (02:23):
He's not that kind of kid. He loves school. In fact,
he's considered to be a genius.

Speaker 1 (02:30):
The boy, James Dallas Egbert the Third or Dallas, was
just sixteen years old.

Speaker 3 (02:38):
He graduated from high school at thirteen, entered college at fourteen.
I'm telling you, Dear, he's not the type to just
go on the road.

Speaker 1 (02:47):
Well maybe and maybe not. Young Dallas had been missing
for eight days already. William Deere called Dallas his parents.

Speaker 4 (02:58):
Mister Dear, 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.

Speaker 1 (03:09):
Deer's team was soon packing for the trip to East Lansing, Michigan.
There was an expert pilot at a sniper Vietnam vette.
They assembled telephoto lenses, bugging devices, tracking systems, and spy cameras.
Deer himself was running through the possibilities. Most of them

(03:29):
were mundane. One of them would prove to be truly fantastical.
I'm Tim Harford, and you're listening to cautionary tales. The

(04:05):
simplest explanation of Dallas's disappearance was that the young man
had killed himself. That was William Dear's instinct. It was
also Anna Egbert's. According to Dear's account, she blamed herself.

Speaker 4 (04:20):
Dallas called me on August twelfth. He was so happy
because he got a three point five and a computer
science course. I told him it should have been a
four point zero.

Speaker 1 (04:33):
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

(04:54):
and mysterious, and Dallas did some other mysterious things too.
But then so did William Deer. For example, when he
received an anonymous tip that Dallas used to risk a
kind of thrill seeking day, lying down on the railroad
tracks and letting the trains pass over him, Deer decided

(05:15):
that he really needed to put himself in Dallas's position.

Speaker 2 (05:19):
Literally, I laid down on railroad ties and tried to
imagine myself it was Dallas. Was this how Dallas fell?

Speaker 1 (05:31):
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

(05:52):
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's deay disappearance, something fantastically strange.

(06:13):
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 Dear didn't know what

(06:34):
Dungeons and Dragons was. Neither did Dallas' friends.

Speaker 2 (06:38):
I don't know how to play it, but I do
know that you can't play if you're a dumbass.

Speaker 1 (06:45):
But what kind of game is it? William Dear 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 nineteen seventy nine,

(07:09):
nineteen seventy nine, 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's body. In order to pressure Michigan State University

(07:32):
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 searched for missing student,
reported The New York Times, explaining that Dallas might have
become lost in the tunnels, which carry heat to campus buildings,

(07:54):
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

(08:17):
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

(08:40):
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 they might
be treasured. Apparently there were more than one hundred dungeons
in the East Lansing area, And if you don't know
what that means, don't worry. William Deer didn't either but

(09:04):
he had a theory. Whatever this strange game was, whether
it involved dungeon or rotten liver, or all sorts of
other things that William Dear didn't understand, it might have
something to do with Dallas's disappearance. And since William Dear
was an investigator, heck he was going to investigate. He

(09:25):
called a hobby store, got the contact details of one
of these so called dungeon masters, and offered him fifty
bucks to drop everything and initiate Deer in the mysteries
of dungeons and dragons. Sixty bucks if it was good.
Back in nineteen seventy nine, that was a lot of money.

Speaker 2 (09:46):
I didn't know what to expect from my dungeon master.
Would he show up in a Merlin castrome 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.

Speaker 1 (10:12):
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. Cautionary

(10:37):
tales will be back in a moment. William Dear 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

(10:59):
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

(11:21):
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 Theater of the mind,
with the dungeon master simply describing what they saw and
with the aid of a few dice rolls, whether their

(11:42):
schemes succeeded or failed. In fact, the game wasn't nearly
as odd as all the rumors suggested. Yes, the stuff
about wizards and orcs is a bit strange, but then
Star Wars with its Jedi nights and dark powers and
the Mysterious Force had just been a smash hit. The

(12:03):
animated film of The Lord of the Rings had just
been released too. Nothing's more culture really mainstream than wizards
and heroes, dice pencils sitting around a table playing Let's
Pretend was all very tame, but William Deer had fun.

(12:23):
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.

Speaker 2 (12:42):
Dungeons and dragons could have absorbed him so much that
his mind had slipped through the fragile barrier between reality
and fantasy.

Speaker 1 (12:58):
If there is a time and a place that the
fragile barrier between reality and fantasy first broke down, perhaps
it was Saint Paul, Minnesota in nineteen sixteen. Behind this
breakdown was a young physics graduate named David Wesley. Wesley
was a founder of the Twin Cities Military Miniatures Group,

(13:19):
a wargaming club. Wargames are more realistic descendants of chess,
allowing players to re enact battles from history. With model
soldiers on a realistic miniature battlefield. Robert Lewis Stevenson, the
author of Treasure Island, was a wargamer, so as H. G. Wells,
wargames can be used for serious military training. David Wesley,

(13:42):
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 wargame couldn't be
restricted to a limited set of moves as in chess.

(14:03):
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 wargame set in eighteen
oh six in the fictional Prussian town of Braunstein, David

(14:27):
Wesley took this open endedness to the next level. As
with a normal wargame, 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 Bronstein's university. What

(14:48):
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 refere had to improvise. The experimental

(15:12):
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 wargame. Wesley
felt like it had been a flop. Then the players
told him they loved it. One of those players was

(15:35):
Dave Arnison, who seized Wesley's idea with both hands in
a follow up game set in a Banana Republic. Arnason
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

(15:58):
his way to success. What Wesley and Arnison and the
group had invented together was a strange combination of a
classical wargame, a military training exercise, an improvised acting class.
It came to be known as a role playing game,
the first commercial role playing game, designed in part by

(16:18):
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 Deer feared had

(16:40):
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

(17:02):
the way they scare me. I cried uncontrollably at the
end of Cinema Paradiso. Did between reality and fantasy breakdown
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

(17:24):
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

(17:47):
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

(18:08):
nineteen eighty two, and at the same time, but less favorably,
in Mazes and Monsters, a TV movie inspired by the
giddy media reports about Dallas Egbert's disappearance.

Speaker 2 (18:20):
Tom Hanks and his friends get caught up in a
deadly game of fantasy until they'd take it too far.

Speaker 1 (18:27):
In Mazes and Monsters, the young Tom Hanks plays a
teenager who completely loses his grip on reality while playing
the game.

Speaker 3 (18:37):
This is only a game, Abody Mazes and Monsters seventy
three on ZTV Fox seventeen.

Speaker 1 (18:46):
The other thing that happened in nineteen eighty two 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 principle, claiming that Irving's suicide was
a response to having a curse put on his character.

(19:10):
Patricia Pulling even appeared on sixty Minutes. The creators of
Dungeons and Dragons complained that sixty 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

(19:33):
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

(19:57):
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.

Speaker 2 (20:15):
There are sixes involved in the pieces of the.

Speaker 1 (20:18):
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 nineteen
eighty four, a baffled police chief blamed a teenage suicide
on the game.

Speaker 3 (20:39):
My understanding is that once you reach a certain point
where you are the master, your only way out is death.

Speaker 1 (20:47):
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 realize that
it makes no sense. In nineteen eighty eight, tip A Gore,
then wife of Al Gore, claimed that Dungeons and Draggons

(21:09):
had been linked to nearly fifty teenage suicides and homicides.
But there are thousands of teenage suicides each year, tens
of thousands over the course of the nineteen eighties. As
a whole, Dungeons and Dragons was becoming a popular game.
Of course, some of those suicide victims would have played

(21:29):
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 nineteen ninety,
the US Secret Service took the panic to the next level.
They raided the headquarters of one role playing games publisher

(21:50):
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

(22:14):
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

(22:39):
of today, It's easy to laugh, but perhaps we shouldn't
feel quite so smug. Back in February twenty nineteen, 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

(23:01):
everyone you can. That tweet received tens of thousands of retweets,
as did others 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

(23:25):
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

(23:48):
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 for

(24:09):
a Tokyo Art Galleries 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

(24:32):
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,

(24:52):
when the panic was not about WhatsApp but about wizards.
Cautionary tales will return shortly. In nineteen eighty five, the
cultural critic Neil Postman published an influential book, Amusing Ourselves

(25:17):
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

(25:37):
TV subtly influenced the kind of ideas that could be communicated.
Fifty years ago, movies and TV favored 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

(26:01):
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

(26:22):
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

(26:46):
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

(27:06):
a role playing game? 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,

(27:27):
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
and we actually see some creativity, we can't quite comprehend

(27:49):
what we're looking at. Back in nineteen seventy nine, Dungeons
and Dragons seem 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

(28:12):
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.

Speaker 2 (28:27):
Robbie, what are you doing?

Speaker 3 (28:28):
I'm going to fly?

Speaker 1 (28:30):
Is often thought to be loosely based on Dallas's disappearance
Don't you want to?

Speaker 2 (28:34):
I do here?

Speaker 4 (28:36):
Jat?

Speaker 3 (28:37):
Why ageat? I remember?

Speaker 1 (28:39):
Let's just say that in this case, the fantasy and
the reality were a very long way apart. Reading William
Deere'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

(29:02):
lot more mundane. When I first heard about this steam
tunnels beneath Michigan State Universe, 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

(29:26):
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

(29:48):
universities since the nineteen twenties, 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

(30:08):
around a gaming table had to do with that. Dallas
Egbert's parents seemed to publicly accept William Dere'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,

(30:31):
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

(30:54):
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.

Speaker 4 (31:08):
Call, mister Dear, this is Dallas.

Speaker 1 (31:12):
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

(31:34):
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 Deer,
it was from all the way down in Louisiana, leading
Deer and his crew of elite operatives to fly over

(31:54):
in his private plane. They effect what Deer 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 Dear the story over a hamburger.

(32:15):
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

(32:35):
tale of a boy who had been lost to a
world of mazes and monsters, and evangelical campaigners warned of
satanic rituals and tip A 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

(32:57):
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 depress 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

(33:25):
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 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

(33:47):
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 nineteen eighties. 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

(34:08):
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

(34:31):
whatever it is they used to flavor Dorito's 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
Deerre has survived and flourished too, penning works such as

(34:55):
OJ Is Innocent and I Can Prove It and appearing
in the TV documentary Alien Autopsy Fact or Fiction. He
was interested in the entertainment business. Back in the nineteen
eighties too. He had been urging Dallas and his family
to work with him on a movie about the case.
But as Dallas' mother Anna said.

Speaker 4 (35:17):
It was never all that exciting. He just got on
a bus and went as far as his money would
take him.

Speaker 1 (35:24):
Yet, when William Dear 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

(35:46):
Men by David Ewalt, and Playing at the World by
John Peterson, and of course The Dungeon Master by William Dear.
For a full list of references, see Timharford dot com.

(36:14):
Cautionary Tales is written by me Tim Harford with Andrew Wright.
It's produced by Ryan Dilly 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

(36:38):
Nazar Aldurazi, Ed Gochen, Melanie Gutteridge, Rachel Hanshaw, Cobner Holbrook Smith,
Greg Lockett, Massa Munroe and Rufus Wright. The show also
wouldn't have been possible without the work of Mea LaBelle,
Jacob Weisberg, Heather Fame, John Schnaz, Carlie mcgliori, Eric Sandler,

(37:00):
Emily Rostick, Maggie Taylor, Daniella Lakhan, and Maya Knigg. Cautionary
Tales is a production of Pushkin Indo Strees. If you
like the show, please remember to share, rate, and review.
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Tim Harford

Tim Harford

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