Leaving Mundania (3 page)

Read Leaving Mundania Online

Authors: Lizzie Stark

BOOK: Leaving Mundania
2.93Mb size Format: txt, pdf, ePub

Rob and Molly advise me over several visits. Rob is a couple years older than Molly, in his mid-thirties, a tall black man with a quiet, unassuming demeanor and a subtle, sarcastic sense of humor so dry that it sometimes passes over my head. He installs computer software, and he had met Molly at Avatar, which he has been playing for upward of ten years. He based his character, Zane, on
The Prisoner,
a 1960s TV show starting Patrick McGoohan. Talking to me about Zane made Rob nervous because he had plots in motion that wouldn't come to fruition for years, and he worried that my book would come out before he was able to spring his various traps.

A cadre of larp veterans in addition to Rob and Molly offered me suggestions on what sort of character to create. I was to choose a genre that spoke to me, that I knew backward and forward, for my first character, to give in to the secret fantasies I harbored about myself while huddled under the sheets with a book as a child. My feminist sensibility recoiled at my first thought—a princess—so I had to delve deeper.

I had my character's name before I had anything else: Verva Malone. It inexplicably popped into my head and stuck. The whole point of larp is to play pretend, to be someone I usually didn't get to be, so a journalist was out. I opted for the next best thing: a private eye. I intended to report as I larped, and clearly a private eye would have an in-character reason to carry a notebook.

The more I imagined Verva as a private eye, the more it made sense. The first books I ever liked on my own came from the Nancy Drew series, which I read so voraciously that my mother rationed books while we were on family vacation. I'd loved detectives my whole life, from Sherlock Holmes to film noir to the pulpy paperbacks I read guiltily while in a graduate program for literary fiction.

Molly scoured the Internet for private eye outfits to use as models, and together we came up with a costume concept. She lent me a beige clutch handbag and the four inch purple heels she could no longer wear but loved. Rob talked to me about Verva, where she was from (California), and how she arrived in the Nexus (mysterious explosion).

The week before the convention, I scoured costume shops in New York for long strands of fake pearls, a toy pistol, and gloves. I burned hours on eBay searching for the perfect cloche hat but had to settle for a cheap flapper rendition bought at a costume store. I even read a Raymond Chandler novel to get myself in the proper mindset.

Finally, Wednesday, July 16 arrived and DEXCON 11 began with great fanfare at the East Brunswick Hilton in New Jersey. Molly sat between Rob and me at a round table in one of the hotel's ballrooms. Perhaps two hundred of the one-thousand-plus convention goers who would arrive over the course of the weekend sat around tables covered by white tablecloths with their chairs pushed back, sated from the all-you-could-eat buffet. Not everyone was a larper, per se, but all
these people were gamers, and the crowd definitely had a self-selected look. There were reedy young men with ponytails, rotund women poured into their jeans, men representing the so-called fatbeard contingency, spindly young women of the Goth persuasion, middle-aged bald bikers in leather jackets and military hats, and many people of average build in black shirts with kicky slogans like “Joss Whedon is my master now.” As a diehard fan of
Buffy the Vampire Slayer,
I related to that sentiment.

Over the course of the five-day convention, these people would collectively play a jillion rounds of Dungeons & Dragons and other role-playing games, war games with hand-painted miniatures, collectible card games such as Magic: The Gathering, badminton, trivia games, Monopoly, Risk, and more. Over twenty different larps would also run. Vincent Salzillo, president of Double Exposure, the company that ran the conventions and the Avatar System, even put together a puzzle with one clue on each convention-goer's badge.

Vinny Salzillo had dark brown hair, a Burt Reynolds moustache, and an impressively diverse collection of gamer humor T-shirts bearing such slogans as “+20 Shirt of Smiting” and “Everything I know, I learned from gaming.” At conventions, he was famous for wearing bright patterned lounge pants and walking around the convention floor without shoes. He'd grown up in the Bronx, where he attended the Bronx High School of Science, a magnet school where he created and ran his very first games for his fellow students. He'd been a fixture on the sci-fi fandom and gaming convention circuit since the early 1980s, and over time he became known both for writing games and for running theme parties at various conventions. He fondly remembers running thirteen parties over three days at the Disclave convention in 1990, including a Teenage Mutant Ninja Turtle party that featured pizza bagels and a party inspired by the book
The Hitchhiker's Guide to the Galaxy
that featured the Pan-Galactic Gargle Blaster, which Vinny concocted for the occasion out of dry ice, grain alcohol, blue food coloring, and lemon extract. In 1992, at age twenty-six, he'd run his first DEXCON, keeping up the tradition of theme parties with SUGARFEST, a sweet-themed shindig, and a chocolate fondue party. In 1995 he introduced the Avatar System at
Double Exposure's first DREAMATION convention, which ran that January.

As I found a seat in the banquet room for my first day at DEXCON, I read the phrase “Are you ready for some football?” scrolling across a scrim at one end of the room in large letters. The tiny script “then you're in the wrong place” followed. Eventually, the lights dimmed, and a short homemade film that poked gentle fun at gamers played.

The crowd clapped and cheered at the end of the film, and as the lights were turned up, a group of men walked slowly and reverently through the sea of tables, each holding the edge of a white piece of cloth that draped between them but did not touch the floor. When they reached the front of the room, they attached one side of the fabric to an inverted U of PVC pipe and hoisted the banner high. Various multisided dice were outlined with electrical tape on the banner. Later that evening, many audience members would use similarly shaped bits of plastic to play Dungeons & Dragons, or D&D, as it was commonly abbreviated.

Molly turned to me. “You know how some people talk about having a flag?” she said. “Well that's our freak flag. And we actually like to fly it.”

As men finished raising the flag, the audience burst into applause, and several people shouted “Do-ba! Do-ba!” (pronounced “dough-bah”)—some inside joke from the Avatar System that had not yet been explained to me. Molly wouldn't tell me what it meant. Evidently, I'd have to hear the origin myth from Michael Smith, an affable high school physics teacher who played a character named Michael Lovious Smith in the Avatar System. And he only told the Do-ba story once per convention.

Onstage, Vinny officially welcomed everyone to the con and introduced key members of his staff to his audience. He introduced us to the spunky Avonelle Wing, who had a mass of red waves flowing to below her shoulders, and to Kate Beaman-Martinez, who smiled a lot and had a cloud of dark brown hair to match Avonelle's. They were more than Vinny's nexts-in-command; the three of them loved one another and lived together in a polyamorous relationship that others sometimes called “the Triad.” Recently, the three of them had
become mutually engaged, despite the fact that the law wouldn't recognize their three-prong union.

Vinny took turns calling various other staff members to the stage, where they each had a chance to say a few words. Finally, Molly and Rob came up to the microphone. This would be Molly's first convention on senior staff; she was in charge of Con Suite, the convention space where anyone could come for chips, soda, or Gatorade. Molly took the mic and spent a few minutes telling everyone how excited she was to be helping out. “But seriously, you all are my family,” she concluded, echoing the sentiment of many other staff members.

“Do-ba do-ba,” the audience shouted back.

The following evening, Molly began her transformation. She put on black pants and a green tank top with an empire waist; it looked like silk but was made of something cheaper. She slung a black sheet across her, toga-style, and dabbed makeup on the exposed skin of her neck, shoulders, and arms to make her appear more tanned and Mediterranean and less pale and Caucasian. She bundled her brown hair under a wig that was black and curly. Long, shining earrings of linked metal jingled around her ears.

In less time than it took Molly to put on her earrings, I nervously slithered into my costume. Verva Malone was from a 1920s world, because I liked the that era's style so much that I sported a bob haircut with bangs during my hours in “mundania,” as larpers occasionally termed real life. I exchanged my sensible reporting clothes for a white collared shirt that had a flimsy black corset-looking thing sewn to it. A large quantity of costume pearls was slung about my neck. I fit my sweaty palms into black lace gloves and perched a red monstrosity with glitter, a bow, and feathers atop my head. I slapped on black eye shadow and red lipstick and slipped my feet into the too-big purple stilettos.

Molly wore her costume effortlessly. I appeared conspicuously uncomfortable, like a teen in her first bikini.

As Molly and I left the hotel room, I began to dread what was about to happen. I would not be taking a vacation from myself or working out any personal issues or experiencing catharsis. I looked like a freak; surely, the people downstairs would send mocking glances my
way, stares that told me how much I didn't belong. I had once visited a convicted murderer at Rikers Island while working on a story, but somehow this was scarier; I was about to embarrass myself.

I nearly turned around in the hallway, but Molly pushed me on. We pressed the button for the elevator and waited.

“Will other people be in costume down there?” I said.

“Maybe,” Molly said.

Great, I thought. We'll be even more obvious. In the mirror beside the elevators, the ridiculous feathers on my hat were actually quaking.

Downstairs, people who were largely not in costume milled around the convention floor, a square room on the second floor of the hotel. Tables outlined the perimeter of the room, spread with genre fiction, comic books, and material advertising various larps. Conference rooms branched off the main area, each one home to a different sort of game—painted miniature war gaming, video gaming, board games, and tabletop role-playing games, also called RPGs. Tabletop RPGs were one of larp's forebears, and the most famous game of the genre is Dungeons & Dragons. Often called paper-and-pencil role-playing games, they tell a story using a complex set of rules, dice, and a lot of imagination.

As Molly and I stepped onto the floor we ran into Rob's mother, surrounded by a gaggle of her children and their friends. My shoulders tensed. One of the children gestured to me and told me I looked “hot.” With my esteem temporarily bolstered by that twelve-year-old girl, who I was sure had eminently adult taste in fashion, I left Molly to her conversation and went in search of the other Avatars.

Unlike other larps at DEXCON, the Avatar System did not occur at a particular place and time. Vinny had originally conceived of it as a downtime activity between other games at the convention. Players roamed the halls in costume or lack thereof; if you wore your Avatar button and had your character card in your pocket, then you were “in-game.” By default, most of the weekend's Avatar action would take place in the Con Suite, so I headed there first.

I found Vinny's fiancée, Avonelle, whom everyone called Avie, in the Con Suite. As the senior game master for the Avatar System, when plot needed to happen, Avie would direct it, describing the scenery
to the Avatars and playing any supporting roles—townspeople, baby dragons, deities of the Nexus—that the plot required. Otherwise, players were on their own.

I pinned the neon pink button Avie gave me to my blouse, which let other players know that I was a newbie or noob, a zero-level character who couldn't be harmed … for the moment. A visible button signified “that you're open to role-play,” Avie told me. It sounded vaguely dirty. As soon as my character joined a house, an in-game faction of like-minded players, I would replace the pink button with a white one rimmed in black that bore the insignia of my house in its center.

I spotted the Avatars by their strange dress and house buttons, walked up to them, and took a deep breath. “What's going on over here?” I said, in a very un-hard-boiled way.

One of the women had frizzy copper-red hair belied by its gray roots. She wore a tight leather vest that displayed her décolletage. Earlier in the day I had seen her sporting a pink pin, so I knew she was new. Since then, she had chosen a house—now she wore a button with a yellow cup on it, the symbol of House Galahad, the coterie of the noble and often tortured hero.

Across the table, another woman wore a backcombed blonde wig with bangs and a black streak at one temple, a high-necked shirt, a vest, and a long green skirt. She carried the hooded skeleton of a small rat. The rat was supposed to carry a scythe, made of a stick attached to some aluminum foil, but the scythe kept falling apart, and she couldn't keep the rat upright on the table. I understood that she played Susan, from Terry Pratchett's
Discworld
books, the granddaughter of death. The rat in her arms was the Death of Rats, another character from the series. Verva, of course, had never seen any of these people before and was confused about where she was.

Two men in street clothing also sat at the table with their buttons on. One was rather rotund, and from talking to Molly I knew he played a sentient tree that had recently been turned into a human. The other, very slender, man wore a limp white T-shirt and round glasses. He told me that I didn't have physical form and that I wouldn't until I chose a house. To illustrate his point, he moved his staff toward my head and told me that it went right through my body as if I were air.

Then he put his fist on top of his head and said, “You see a tall man with a staff in swirling brown robes.”

Other books

The Ugly Little Boy by Isaac Asimov, Robert Silverberg
Cold Comfort Farm by Stella Gibbons
Glitter Baby by Susan Elizabeth Phillips
A Good Horse by Jane Smiley
She's Not There by Mary-Ann Tirone Smith