When I was a teenager I played a lot of Dungeons & Dragons. I was usually the Dungeon Master, meaning I designed the adventures – the goblin-infested castles, the dragon lairs, the haunted swamps – in which my friends played. The Dungeon Master is part referee, part storyteller, and part host, and if all goes well the game feels like a party with Doritos and polyhedron dice.
I was one of two principal Dungeon Masters in my little teenage gaming community in Providence, the other being my friend Evan. We were sort of rivals in that our games were often being compared. In my games, none of the players’ characters ever died. They were challenged, they were tested, but they were like heroes in a series whom the readers knew would always make it through to be challenged and tested in the next story.
In Evan’s world, characters died. He was an indifferent God. When the dice spoke, he and all the players listened, and if those dice spoke death, so be it. I played in his world once and I admired his indifference. The game was more exciting. Things seemed to matter more when the ultimate outcome wasn’t predetermined.
I would eventually adopt some of Evan’s indifference. Except it wasn’t indifference at all. I only wanted things to matter, whether it was a game of Dungeons & Dragons or a romantic relationship or a story I was writing. Life was better when you felt your decisions mattered, and so I would let the occasional character die for the betterment of all. Death in this way became the threat that was a gift, a focusing tool for the living, reminding them that the story is more alive when you know that it will end.
“A book to keep nearby whenever your writer’s spirit needs feeding.” Deb Caletti.
You can find William at: williamkenower.com