Saturday, November 22, 2025

Gratitude

As longtime readers know, I owe my introduction to Dungeons & Dragons – and, through it, to the larger hobby of roleplaying – to the disappearance of James Dallas Egbert III in August 1979. My father was utterly fascinated by the news coverage and the “strange new game” that supposedly played a part in Egbert’s vanishing. He talked about it constantly. My mother, ever practical, bought him a copy of the Holmes Basic Set from the Sears catalog store so he could see for himself whether the game bore any resemblance to the breathless, confused media reports.

Dad’s reaction on receiving it was characteristic. “What am I going to do with this?” he asked and he meant it. The box went straight into the upstairs linen closet, where it sat – unopened and undisturbed – until Christmas of that same year, when I asked if I could have it to learn how to play D&D. The rest, as the saying goes, is history.

In a very real sense, I owe my entry into the hobby just as much to my parents, especially my mother, as to Egbert’s disappearance. Had my father not been captivated by those stories, had my mother not ordered that Basic Set on a whim, it’s entirely possible I never would have found my way to roleplaying games or, if I had, it might have happened later and under very different – and perhaps less welcoming – circumstances. That’s one of the reasons I remain deeply grateful to them both. My young life and, truthfully, my present one could have been very different indeed.

But that’s only part of it. They didn’t just toss the game in my path and walk away. They encouraged me – sometimes directly, sometimes in small, nearly invisible ways – to keep going. They drove me to remote hobby shops tucked into strip malls or down side streets when I was hunting some obscure game or module. They clipped announcements from the local paper about “games day” events at the library. They let my friends and I take over the basement for hours on end. I doubt they ever really understood what D&D was or why it captivated me, but that never mattered. What mattered to them was that I was enjoying myself and that these games had opened doors to other interests – history, languages, mythology, religion – that broadened my world and, to some degree, shaped who I was becoming in obviously positive ways.

They also never once questioned the value of D&D or roleplaying games. They didn’t treat my hours spent reading rulebooks or drawing maps as a waste of time, nor did they worry that the hobby was odd, dangerous, or somehow leading me astray – quite the contrary! I often hear stories from people my age whose parents did fear Dungeons & Dragons and whose anxieties left lasting scars. I have no such stories of my own to tell. All that panic completely passed me by, which, I suppose, is no surprise given my own origin story as a roleplayer. If my parents weren’t put off by the James Dallas Egbert case, none of the other sensationalist nonsense that later swirled around the game stood a chance. That quiet vote of confidence, unstated but unmistakable, mattered more than I realized at the time.

Looking back, I can see that what they offered me wasn’t just permission but the freedom to explore something that excited me without judgment or fear. Childhood passions often flare and fade quickly, but they took this one seriously enough to let it grow. I don’t want to paint an overly rosy picture; ours wasn’t a sitcom household where every quirk was lovingly indulged. They had their flaws, as all parents do, and I certainly had mine. But when it came to this strange new hobby of mine, they showed patience, generosity, and an uncomplicated willingness to let me be who I was becoming through contact with it.

For that, I'll remain grateful to my parents. Their small, steady acts of support nudged my life in a direction neither they nor I could have predicted. If I’m honest, most of what followed – the friendships, the writing, the years spent exploring imaginary worlds – all trace back to that unopened box in the upstairs linen closet and to the two people who, without fully understanding it, gave me permission to open it.

Thanks, Mom and Dad.

20 comments:

  1. It’s hard to look back and realize just how obscure RPGs were pre-internet. I only discovered them in 1989 at age 10 because I was a BBQ and the kids there owned the After the Bomb sourcebook for the Teenage Mutant Ninja Turtles and other strangeness RPG. The family was getting ready to move and didn’t have the main rule book, it had already been packed. I was able to find the After the Bomb book at a book store. But I didn’t realize I needed a different main rule book for 2 weeks or so to actually play the game. Mom knew D&D was for devil worshippers but the Ninja Turtles? They were wholesome family fun!

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  2. Although I found RPGs through idle chatter with other kids in the neighborhood, my parents definitely played key roles in supporting my budding interest. They bought me the Moldvay Basic Set as well as a book about Dallas Egbert! Dad explained the meaning of “subterranean.” Mom made Xerox copies of character sheets at work; yes, back then it was a Xerox machine! And when they saw me doing all that writing, they encouraged me to use good grammar, spelling, etc. Later on in high school, I met kids whose parents had forbade them from playing D&D and they were most eager to learn. By then, circa age 16, I was getting tired of the game but ran a few sessions for them. They always wanted to play again, but me not so much. I felt like they had missed a window of opportunity.

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  3. I remember when I was 10 or 11, new to the game, trying to figure it out. This is 1980 or 81. My father humored me and rolled-up a character; Salazar the thief (boy that stuck with me). I remember my dad confounding me because he didn’t want to buy any weapons. He didn’t like the idea of hurting or killing someone, so he said he’d fight with his fists, if he absolutely had to.
    I don’t remember us actually playing, but I sure remember how cool my dad was.

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  4. My parents were generally supportive, which wasn't surprising as I grew up in a college town where I father was a professor. Little did I know that this was the calm before the storm, as they were preoccupied with a pending divorce, giving me unprecedented freedom while being a bit adrift. RPGs gave me a lot of grounding during this time.

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  5. I remember hearing about James Dallas Egbert but I didn't start gaming until a few years after his death. I do remember that there was a lot of negative press around Dungeons and Dragons at the time. Sadly, my family didn't have a lot of money so getting the Advanced D&D books was out of the questions for us financially. Fortunately, I had a friend who's parents didn't want him playing D&D so instead of throwing out his D&D books his parents sold them to my mom for a really good price. Later on, I started playing regularly with a group of kids in my middle school library and he was able to join the group and the books managed to change hands multiple times. My current copy of Fiend Folio once belonged to my friend Tim. I am sure he has my copy.

    One of the things that struck me about the Egbert case, is that among the many pressures he faced as a kid he was dealing with being gay. Growing up as a gay kid myself (who was really bad at hiding my being "different") I was ostracized, bullied, and was assaulted. I contemplated suicide in the 7th grade and even made an attempt. The school librarian stepped in one afternoon and introduced me to the kids in the gaming group who met every afternoon after class. That group became a "safe space" for me. I was able to come out in the 8th grade to a close group of friends and still be one of the guys. In a very six-degrees of separation kind of way I most likely owe my life to James Dallas Egbert and Dungeons and Dragons. I only wish he had found a group of friends like I was able to find.

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  6. Great post that resonates! My mum and dad bought me the BECMI red box which I had no idea what to do with, but gradually learned via the Fighting Fantasy RPG, Dragon Warriors RPG and the book What is Dungeons and Dragons? and started my first proper campaign in grade 10. My parents were always supportive of me organizing gameplay sessions at our house, buying new books as presents, and stuff like that. Given the religious conservatism of some of my parents' frieds, I was very lucky.

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  7. How different our lives would have been without gaming. None of the Satanic Panic around D&D (as shown in the 80s retro setting of Stranger Things and its Hellfire Club) where and when I grew up in the UK in the same 80s period. My Dad bought me the basic box set with the funny dice and, minus the box, I still have this and I still can’t get my head round it. Still have it, another generation has borrowed it, read it and moved on to other games. Maybe its because we are mostly solo gamers? Many years later I’m pleased that my Dad showed interest in my gaming with this unexpected and still appreciated (if under used) gift.

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  8. I love this. (And am reminded of my parents' willingness to take me to comic shops in other cities so that I could find more than what was available on the newsstands and spinner racks of my small, FLCS-less hometown...!)

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  9. Having read the responses so far, I have to admit my own TTRPG-story is a bit different (and a lot more recent I guess) than most people here, but:

    I had been aware of the 'D&D' name from a very young age, but never understood what the actual game was like. I even bought a D&D dice set somewhere along the line, totally without understanding what they were used for, but just because they looked cool. Flash forward to my late forties, and from word-of-mouth the opportunity came up to play D&D 5e in a group (a beginning DM that was looking for players), and I immediately said 'yes'. Without fully understanding what that meant. I just had the association that we were going to 'play Lord of the Rings', which was good enough for me. Roughly 5 years after that, we basically still have the same group we started out with, and even though I did not know any of the other players or DM before we started playing, I now consider all of them my friends.

    Grateful for all of it.

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  10. "Play Lord of the Rings" is a great way to introduce the game to a lot of people. "Let's get started... If you could be any character in the Lord of the Rings, which would you choose?" I've led with this several times, and it worked every time. The noobies were instantly interested and in the right mindset for the game. Also, they almost always wanted to be Legolas, even girls wanted to be a girl version of him.

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  11. I had much of the same experience. My parents would take me to the hobby and game store, Star Realm, on almost a weekly basis until i was able to drive. They bought my B/X set for Xmas and my grandparents got me the MM, PHB, and DMG for xmas that year too.
    the only thing mom and dad were concerned about is that it took away from my studies, and my grades suffered from it. I learned the hard way: I was grounded a couple of times from going to Star Realm because of bad grades. It didn't take me long to learn my lesson.

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  12. Egbert's family story of D&D is quite a contrast to yours!

    Egbert's tested IQ was only 145 (quite high, to be sure, but there would have been dozens of undergrads at MSU with one equal or higher) but he was regarded by his family and others as a language and computing/hardware prodigy.

    Enrico Fermi's IQ was middling - about 120 - and he was nonetheless a physics genius. I think we often conflate high IQ with "genius" and at least in my experience, they aren't even all that correlated, and, when a high IQ kid who is also a prodigy who is also put under intense academic pressure by his family to perform as a genius and a prodigy, you end up with a dangerous mix. Especially when you involve that child in military service-work or projects.

    Egbert was working on hardware for the Air Force and presumably the CIA's Technical Services Staff on site at Wright-Patterson at age 12 in 1975. (just a little older than I assume James was five years later when he stumbled upon (The Lion, The Witch and...) the Linen Closet.)

    From the time Egbert was 2 years old, his mom was pushing him to be a genius, and the family exerted pressure on him to perform academically and inventively. Even before he entered MSU as a sophomore at age 15, he had became alienated, depressed, and addicted to quaaludes and used LSD. The alienation intensified under the rigors and rejection of college. It is no wonder that he sought out other "misfits" at the local Tolkien Society "Party Hollow" and in games of D&D.

    However, despite investigator William Dear's swift realization that the D&D theory of the disappearance was false, he did use that one as a false but safe media story, to provide cover for what were in his opinion more likely scenarios: abduction and/or seduction by a "chickenhawk" sex trafficker, or a drug-related crime. He did not want Egbert's sexuality to be publicized, nor any criminal involvement to lead to panic that would further harm the kid. So D&D got thrown under the bus, but even Dear claims he didn't realize the sensation the phony story would become. (I have my doubts - Dear was extremely politically savvy, even would eventually run for Governor of Texas, and definitely wanted to make his search a worldwide media sensation. I also can't help but notice the almost textbook military-industrial-educational drugs, sex trafficking MK-ULTRA-type scenario that Dear explicitly said he was covering up for the "sake" of Egbert and his family. An intriguing side note is that Dear is the "investigator" interviewed on the global sensation hoax broadcast on Fox: "Alien Autopsy: Fact or Fiction")

    My greater point is this: it is remarkable how much social engineering went into corrupting the public reputation of D&D, and your family's story of instead addressing the game honestly (if somewhat serendipitously!) provides a remarkable contrast between truth and fabrication. Because your dad was honestly curious about the case, and your mother encouraged that curiosity, and your curiosity was likewise encouraged, and your parents both trusted you but also guided you in your endeavors, your entire family developed what should have been normal throughout North America: a healthy understanding (and in your case, game habit) of a uniquely New World endeavor.

    I know the Egbert case provided mixed outcomes for TSR - on the one hand, it was a "no publicity is bad publicity" boon that provided an accelerant to the fad, but on the other, it stained the company and its flagship game with an undeserved reputation that it really never shook - but I wonder if the Maliszewski Family story is particularly unique. I for one, have never encountered another player who took up the game because that player's parents did their homework about the Egbert case!

    What a brilliant, if much more under the radar, personal testimony in favor of The Game.

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  13. At the risk of saying something obvious, that photo of James Dallas Egbert III reminds me of the character from the first season of Stranger Things; the quiet, gay kid with bangs from the late '70s/early '80s who loves D&D and mysteriously goes missing. Was that intentional on the part of the Duffer Bros.?

    On topic: My parents didn't understand any of this, but supported my interests. I was lucky.

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    1. Yes, the Duffers combined the Egbert disappearance at Michigan State with his earlier computer work at Wright-Patterson for the Air Force and CIA, Egbert's rejection from the Gay-Lesbian Club on campus, and then brought in some obvious ties to the decommissioned Montauk "Hero Base" in New York. I think that's one of the things that makes Stranger Things season one feel more rooted than Stephen King's "The Shop" in Firestarter, or Stephen Spielberg's scary/benevolent government agencies of "E.T." which nonetheless inspired Stranger Things: the Duffers used the Egbert double conspiracy as a direct point of reference (to be fair, neither Spielberg nor King would likely have known about Egbert's possible connections to MK-ULTRA at the time. His work as a prodigy for the military was not widely publicized when Firestarter and ET were being written, and of course the Duffers would have known about it, as they wrote Stranger Things 40 years after the fact.

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    2. "That photo" - do you mean the one at the top of this post, the kid with the Moldvay Basic? Unless I am very much mistaken, that's James, not Dallas. James has used it as a post avatar before, and it resembles him much more than it does Dallas. It's possible I'm either misreading your post, or just wrong about the pic. I don't believe so, however.

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    3. For good or for ill, that photo is indeed of me in 1982. I was 12 or 13, depending on the month. I had the Moldvay Basic book with me, because my Holmes rulebook had been loved to pieces in the previous years.

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    4. Anon: You're right. I did think the photo at the top of this post was Egbert. I don't know what Egbert looks like and never closely followed the stories about him.

      Reading the account of his case for the first time, linked above by James, I was struck by how similar it is to Stranger Things season one.

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  14. My story on access to gaming:

    The first time we went to Excalibre Hobbies was my best friend's mother (whose birthday present of Holmes Basic kicked off our RPG hobby) drove us. I might have rode my bike there, but soon my mom allowed me to take the bus. Before that, I was biking to a closer hobby shop and buying wargames (and looked at the D&D 3 LBB boxed set but chose Tractics instead) and checking out Donald Featherstone books from the local library. Once I started gaming at MIT, and taking the bus and subway into Cambridge I also started shopping at The Games People Play in Harvard Square, and The Compleat Strategist in Boston plus a Science Fiction bookstore in Harvard Square), stopping at Excalibre Hobbies on the way in. Later I started driving. My father would pick me up at the bus station on my way home from gaming (the bus from Lexington to Arlington Heights only ran during the day on Saturday and not into the evening). My parents did get me miniatures and the Players Handbook for Christmas in 1978 (maybe 1977 for the miniatures).

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    1. I grew up far, far from Boston, but I lived there for 22 years, and when I arrived one of the first things I did was go to The Compleat Strategist. I remembered their ads in Dragon and even as an adult, thought it so cool that I could go there, it felt like a homecoming of sorts. Odd, but there it is.

      - a different anonymous

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