I was very impressed with Tracking Trash by Loree Griffin Burns, an in depth look at just what we dump in the ocean every year and how it affects marine wildlife (and the water itself.) Here's a bit from an interview I had with her for the Winter Blog Blast Tour last November:
To be honest, the environmental part of this story snuck up on me. I was still very focused on the science of ocean currents the first time I interviewed Curt. At some point during that interview I asked him how many containers fall off of cargo ships each year, and his answer shocked me: between one thousand and ten thousand. Ten thousand! That was the moment I began to wonder how much trash was actually in the ocean, and the direction of my research changed dramatically.
The very real impact of trash in the oceans (including literally tons of abandoned or lost fishing nets and gear, is felt every year on St Paul Island where the fur seals congregate between tens of thousands of pounds of debris. The pup population is on a steady decline in the Pribiloff Islands and all this trash is considered one of the problems. The Anchorage Daily News reports:
Meanwhile, concerns about fur seals becoming entangled in debris and dying are increasing. From 1998 to 2005, there were 795 sightings on St. Paul Island of fur seals that appeared to be entangled in debris. Of those, 337 capture attempts were made and 282 fur seals were disentangled, according to the island conservation office.
"There is a culture that has abused the oceans for decades and decades and that has got to stop," said Bob King, debris coordinator of the Marine Conservation Alliance Foundation.
Cleanup efforts are one way to attack the problem. Last year, 20,000 pounds of debris were removed from 2½ miles of St. Paul Island beaches -- enough to fill two 20-foot truck trailers. Cleanup organizers expect even more this year.
If you want to have your mind blown, go read Loree Griffin Burns' book and then see what you can do to clean up the area in your hometown.
Tuesday, June 24, 2008
Monday, June 23, 2008
Interview: Rob Heinsoo, lead designer of D&D Fourth Edition

Rob Heinsoo has been lucky enough to take his passion growing up and turn it into his career. This demigod of gaming has worked on everything from trading-card games to board games to miniatures games, as a freelance designer and now working for Wizards of the Coast. Most recently, he led the team behind Dungeons & Dragons Fourth Edition--a new installment of the game with a faster, more fun play-style that's likely to pull in new players. Rob talked to us at Guys Lit Wire about the new D&D, how he got involved in gaming, and what books got him inspired as a teen.
What was your first experience with role-playing games?
In 1974 I was 10 years old, living in Fort Leavenworth, Kansas. I’d just read the Lord of the Rings. I was already interested in wargames, and I read in a military miniatures magazine that there was a game that was about elves and orcs and dwarves. I ordered D&D from a wargames catalog and received the original three booklets in the brown box.
The system went way over my head, but I loved everything about D&D’s feel. I couldn’t understand most of the rules and didn’t realize that polyhedral dice existed, so I put together my own system adapting the melee rules from a Napoleonic miniatures wargame book my father had bought for me earlier, basically rolling six-sided dice and adding bonuses for things like magic weapons.
I drew three levels of a dungeon and ran games for my friends. I know I ticked everyone off pulling a cheap stunt with a werewolf that changed shape and ambushed the characters. And I killed a few other characters in a room that was based on the Lord of the Rings scene outside the gates of Moria, with a tentacled Watcher in the Water. My friends hadn’t read the Lord of the Rings and the monster in the water came as a surprise.
Those first games in Kansas ended when my friends found the most interesting part of the dungeon, something I’d labeled as a School for Dragons. I loved the idea, probably because I was reading Anne McAffrey’s Pern books by then, with humans and dragons cooperating to preserve their planet’s ecology. But my imagination wasn’t up to actually envisioning what would be going on in a school for dragons, much less what would happen when my friends’ characters went there. About the same time, I realized that we weren’t actually playing by anything like the real rules. So we went back to playing the Napoleonic wargame and took turns telling each other fantastic adventure stories that were similar to what we thought we might be able to play using D&D if we could actually understand the rules.
So did you keep on trying to play D&D and eventually get it right?
Yeah, by 1977 in Oregon, when I was 13, I’d figured the rules out, and put a sign up in an actual game store saying that I had a dungeon ready and would be happy to run a game for players. I had two grown-ups answer the ad, graduate students at the University of Oregon. When the gargoyles in my dungeon attacked and I started drawing slips of paper out of a blue plastic Chitty Chitty Bang Bang cup, these guys said, “Wait, what are you doing? Let’s just use dice,” and brought out twenty-siders, which I’d mentally filed as mythological objects.
What else were you into at that age? Were you a big reader in your teens?
I got into soccer because we had been in Germany during the 1974 World Cup, so when we moved back to the States I started to play organized soccer and loved it. My brother and I played a lot of other sports just for fun, and a couple of neighborhood ball-combat games that I’d invented the rules for and managed to get everyone else to play. I had a good voice and sang in choirs and musicals. The other 60% of the time I was into reading and gaming.
Who were your favorite authors?
If we’re still talking 1974 through 1975, I was into Edgar Rice Burroughs, all the Tarzan books and all the John Carter of Mars books. I even made a board for the Martian chess game that was in one of the books, it was called Jetan, on an orange and black board, and it wasn’t terrible. I read a lot of Andre Norton then too, my favorite of hers was called Star Guard. But my favorite book at that time, along with the Lord of the Rings, was Watership Down.
I transitioned steadily toward authors I’m still fond of today. Fritz Lieber’s Fafhrd and the Gray Mouser stories were huge for me, I read them a long time before I read Moorcock’s Elric. My favorite author was Roger Zelazny (Nine Princes in Amber, Lord of Light, Jack of Shadows).
And it’s no accident that a lot of these books had some echo or wandering splinters in gaming. I’d read Watership Down before I started playing the game it inspired, Bunnies and Burrows. But Monsters! Monsters!, an RPG in which the monsters attacked human villages and cities, was the first place I’d seen Roger Zelazny’s name, since they’d borrowed his "shadow jack" concept for a monster, so I started reading Zelazny because of the monster-RPG based on Tunnels & Trolls, one of the early D&D alternatives.
The list goes on. Andre Norton’s Star Guard led me to a science fiction miniatures game of the same name by McEwan Miniatures. The game had no relation to Norton’s book, instead it owed a debt to Heinlein’s Starship Troopers, which turned out to be a much better book, and got me reading Heinlein.
The other strand in my reading was military history. My dad had a huge military library and I read shelves of it before I was in junior high.
So gaming had a big influence on you growing up? Even in just shaping how you thought about things?
Yeah, a huge influence. Especially when I discovered Greg Stafford’s brilliant Glorantha, the world for the game Runequest. Glorantha simultaneously led me away from D&D and more or less away from my family’s religion, because it got me reading anthropology and comparative religion and starting to question reality, which I hadn’t managed on my own before then. I ended up majoring in social anthropology in college as a direct consequence of attitudes shaped by reacting to Glorantha and the strands of the real world woven into it.
Working on Dungeons & Dragons Fourth Edition, has that fulfilled any dreams you had about what a game should be—especially a role-playing game?
I’m really happy with Fourth Edition because it ends up being a lot closer to those crazy stories my friends and I were telling each other as kids, back before we understood how the rules were actually supposed to work! I think there have been a LOT of people over the years who wanted to like D&D, and tried to play it once or twice, but bounced off it because the rules were too picky and esoteric or the groups they tried to play with had been taught to value simulation of a potentially slightly tedious fantasy reality over having fun.
One mission of Fourth Edition is to make it easier for players to find out what’s fun about role-playing immediately without taking away the Dungeon Master’s ability to invent new worlds and adventures with their own creative vision. For experienced players, Fourth Edition is designed to stay fun over all its levels, so characters you love and enjoy playing won’t have to drop out of your gaming life when because they’ve risen to levels where the system breaks down. This is the D&D I’ve dreamt of playing.
How does the new D&D stack up as an experience against other games—whether a trading card game, World of Warcraft, or a multiplayer console game?
Playing any tabletop role-playing game is a lot more like doing a blend of cops ’n’ robbers and improvisational theater than the other gaming styles you mentioned. You get to make your D&D character, then you role-play to try and see the world through their eyes, speak their words, and choose actions that make sense for what they’re experiencing.
The pacing of the tabletop game gives you time to let the scene unfold in your imagination and to react to the interesting elements that the other players and the DM are adding to the mix. The interaction between multiple imaginative people is why I say it’s a bit like improv theater, not that most other people involved in gaming think of it that way.
Compared to earlier editions, Fourth Edition will seem a bit more familiar to people who know trading card games. In a sense, Fourth Edition is an exceptions-based game like most TCGs. The actual key rules required to play Fourth Edition occupy around 20 pages in Chapter 9 of the Player’s Handbook. The rest of the stuff in that book are all the cool exceptions that you get to choose from as a player to build your character, the powers that make your character different from other characters, that control what you can do in the world against enemies who are trying to put the hurt on you. TCG players are used to sorting through cards to see what they want to use, Fourth Edition players sort through powers and feats. And in Fourth Edition, Dungeon Masters can also choose to sort through monsters and encounter ideas, so DMing may have a bit more in common with skills you can learn in TCGs than it did in the past.
World of Warcraft doesn’t let you change the world you’re interacting with, nor does it let your DM craft their own game world and set stories in motion. D&D characters always seem much more like real people than WoW characters, and you’re likely to remember them as such. WoW players coming to Fourth Edition will probably be comfortable with the idea that Fourth Edition player characters get to make an interesting choice of a new power or ability every time they go up a level. That was missing from earlier editions of D&D.
Any words of advice for someone growing up, hoping to become a game designer?
The culture is changing, gaming is changing. So I won’t try to address future social trends I don’t have a handle on, nor can I fully account for the intersection of game design and computer gaming. Instead, I’ll paraphrase the best writing advice I ever read, from Stephen King. He said something like, “Anyone who spends three hours a day writing for ten years will be a good writer when the ten years are up.”
Game design compares well with writing. Anyone can be some sort of writer by writing. If you want to be a game designer, you need to design games.
Your best bet is to design the games you want to play but can’t, because no one else has designed the game yet. Think about the type of experience you want players to have. Think about which players you want for the game. Then aim at ways to give those players that experience. Check your work by playing to find out if the game is fun. If it isn’t fun, few people will play it, no matter how elegant or clever it is, so you shouldn’t hesitate to muck up an elegant design that’s no fun.
Don’t get stuck on your first good idea. Writers who get stuck on a good idea can end up with dead end stories, dead manuscripts, because they can’t scrap a good idea and look for something better that would enable the entire piece to work out. Game designers who don’t scrap an ultimately fruitless good idea may be in worse shape than writers in the same position, because one fruitless game mechanic can screw up everything about a game. The good news is that changing one fruitless idea might be enough to turn such a design around. In this sense, game designs are more like mathematical proofs than short stories.
Which brings up math. You don’t need to be a math wizard to design games, but you (or a friend or three) should have some grasp of probability, or you may not be able to balance your designs well enough to know whether their problems are due to bad design or terrible balance.
Play games from all sources and all genres. It’s fine to spend most of your time playing good games you really enjoy, but you’ll learn a lot by trying things you wouldn’t experiment with if you weren’t interested in improving your art. If you have wider experiences than other game designers, you’ll find that ideas you take for granted may not be understood by everyone else, allowing you to come up with surprising systems or insights.
And finally, use your opportunities to learn and practice other creative skills. Game design is a bit of a chimera and talented designers come from all over. If you love drawing, writing, painting, mapping, sculpting miniatures, DMing, designing levels, designing web sites, or doing graphic design, don’t hold back. Confidence gained from any creative work you love and do well can serve you well when you’re wrestling with other creative work.
The Fourth Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual were released earlier this month.
Rudyard Kipling and The Cub Scouts
Via an email from the fabulous Midori Snyder, I found this fascinating article in the WSJ on Rudyard Kipling, The Jungle Book and - bizarrely - the creation of the Cub Scouts:
Another fundamental reason "The Jungle Book" has maintained unsurpassed prestige in the competitive jungle of children's books is that it was literally institutionalized in 1916, when Robert Baden-Powell created the Cub Scouts based on "Mowgli's Brothers," the first story. The largest captive audience of boys ever created still adopts the names of Kipling's animals in their games, and recites a promise to do their best to do their duty to God and country, to help other people -- and to obey the Law of the Pack.
In tone, Baden-Powell's version of "The Jungle Book" veers closer to Beatrix Potter than to the original; yet the most significant departure of the Cub Scout's Promise from Kipling is its declaration of duty to God. Although Kipling routinely (in every sense) invoked the Christian God in his patriotic verse, he himself was an atheist. This passionate champion of the British Empire was just as hostile to Christian missionaries as he was to Hindu pandits; if there was a religion he admired, it was Islam. In conversation, he habitually referred to the deity as Allah.
God plays no part in Kipling's jungle; more crucially, neither does Empire, the principal theme of Kipling's life and work. Writing about animals, ironically, enabled him to observe humanity (for the animals in the stories are plainly people) without the strictures of nationalism, which eventually strangled and embittered his thinking.
Kipling is an incredibly powerful and significant Western writer whose real life was no less interesting than what he wrote about. For a look at the great tragedy of his life, the loss of his son Jack in WWI, I strongly recommend Geert Spillebeen's novel, Kipling's Choice. Read my review for the many reasons why I love this book.
Saturday, June 21, 2008
If the Pacific Ocean isn't your thing
(Even though Kristopher's post on Kon-Tiki made me want to read the book.)
Ever heard of the book Canoeing with the Cree by Eric Sevareid? I hadn't, until this NPR interview with Sean Bloomfield and Colton Witte.
In 1935, a seventeen-year-old Sevareid and his nineteen-year-old friend made the 2,250 mile journey from Minneapolis to Hudson Bay. By canoe. Inspired by Sevareid's memoir, which Sean's father gave to him when Sean was in seventh grade, Colton and Sean "just decided that we're just going to do it." So, after graduating from high school early, they set off this past spring on their own journey by canoe.
As for their inspiration, you can read parts of Canoeing with the Cree at Google Books.
Ever heard of the book Canoeing with the Cree by Eric Sevareid? I hadn't, until this NPR interview with Sean Bloomfield and Colton Witte.
In 1935, a seventeen-year-old Sevareid and his nineteen-year-old friend made the 2,250 mile journey from Minneapolis to Hudson Bay. By canoe. Inspired by Sevareid's memoir, which Sean's father gave to him when Sean was in seventh grade, Colton and Sean "just decided that we're just going to do it." So, after graduating from high school early, they set off this past spring on their own journey by canoe.
As for their inspiration, you can read parts of Canoeing with the Cree at Google Books.
How much easier it is to sit in a chair at home and read about "the things to do when camping." Things look so easy in print, but when the tent won't go up, when the beans tip in the fire, when the water won't boil and when it suddenly begins to rain in the midst of supper, then all the directions in the world won't help and it's every man to his own method. (12)
Friday, June 20, 2008
More on boys, girls and literary heroes
A follow-up on my initial post about the Glenn Beck/Ted Bell interview and heroic literature is at my site, Chasing Ray.
Some folks are not so happy with me. Imagine that?
Some folks are not so happy with me. Imagine that?
Keeper: Serious Soccer Magic
Last summer, after I read Mal Peet's tremendous WWII novel, Tamar, I promised myself I would read everything he's written. This was before I knew he'd done a book about soccer. It's not soccer that's the problem, exactly. There have been moments when I've enjoyed watching soccer. Honest. By the end of the last World Cup, I had just about figured out the whole offside thing. I just don't do sports books. So when Keeper showed up at my library with bare-chested soccer boy on the cover, I wondered if there was any way this book could actually be about art or wizards or a mystery or something. Nope. It's a soccer book. A promise is a promise, though, so I started reading. As it turns out, Keeper is a story for soccer fans and for nerdy, non-sporty types too. I guess that makes it a book for the whole world.Keeper tells the story of El Gato, one of the most gifted soccer players in history, tracing his humble beginnings in a small logging community in South America all the way to the World Cup. Peet frames his novel as an exclusive interview of El Gato by sports reporter Paul Faustino. As a kid, El Gato wasn't exactly the one getting picked first for soccer games in the town plaza. He was completely hopeless, nicknamed "The Stork" for his long skinny limbs and clumsy movements. By thirteen, he'd given up on the game, taking to wandering off on his own into the fringes of the jungle surrounding his town, in spite of the dangers and wildness within. One day, he breaks his own rule, stepping off the forest track for the first time, towards sunlight deep in the trees. What he finds that day is remarkable - magical - and it changes his life.
What does he find, you ask? If I tell you, you'd better not think this book is just plain weird. You'd better still read it because in this case, it's the strangeness that makes Keeper really get inside your head. That day in the jungle, El Gato finds a clearing, covered in turf, with a goal set against the trees. He also finds his mentor, a ghostly soccer player he comes to call: the Keeper. The Keeper trains El Gato, and like the best teachers out there, helps him to find his talent and let it grow. In this way, El Gato heads towards his destiny.
One of the best parts of Keeper is its strangeness. I spent a lot of time wondering what I was supposed to make of the magical element of the story. Just who is this Keeper character supposed to be? Is he symbolic? Does he exist only in El Gato's mind? Is El Gato crazy? What gives? This questioning really keeps you engaged in the story and builds tension. Not that the story isn't already packed with action and compelling circumstances. There are some fantastic recaps of El Gato's most dramatic games, sure to please any soccer fan. You'll also learn a great deal about goalkeeping strategy. Don't start snoring nerdy-types! You'll be loving those soccer sequences too. That's because Mal Peet can't put a word wrong. This guy is to writing what his character is to goalkeeping. I'm convinced that you could open to any page in this book at random and find at least one beautiful sentence. As a side note, I like the fact that Keeper gives readers something to think about beyond soccer too. The background against which much of the story unfolds is the logging camp where El Gato's father makes his living. You can't read this and not consider the complex connections between deforestation, poverty and life in small communities in South America. It's not a banging-you-over-the-head issue book, but these stronger themes are certainly important to the book's power.
So as it turns out, Keeper has its share of magic and mystery and it certainly convinced me that world-class goalkeeping is a true art form. A sports book convert? Stay tuned. I'll let you know after I've read Penalty, the companion novel to Keeper.
Thursday, June 19, 2008
Cool mystery series from dramatic classics
Bloomsday was a few days ago, the day people celebrate James Joyce’s Ulysses and Leopold Bloom, the hero of that book. In Dublin, Ireland, they have a huge festival every year, with tourist events, pub crawls and theatrical re-enactments of whole chapters of the book. The book is about a single day in the life of Bloom, and the book is titled Ulysses because the events of the day match up against the decades long travails of Odysseus (or Ulysses in Latin), the hero of the ancient Greek epic The Odyssey.I’ve never read it, but I have multiple friends who have—they love the book, call it a modern masterpiece and try to get me to join them on Bloomsday for a 36-hour nonstop joint reading of the thousand-plus page tome.
Lots of contemporary writers have taken to revisiting classic tales. One current popular theme is myths, Greek (the Percy Jackson & the Olympians series by Rick Riordan is incredibly popular) and Norse (both Joanne Harris’s Runemarks and Nancy Farmer's Sea of Trolls come to mind) being probably the most common. Novels or even series that retell fairy tales are also big. So it should come as no surprise that somebody would take on Shakespeare.
Beginning with Something Rotten, and continuing in the soon to be released Something Wicked, Alan Gratz turns classic Shakespearean tragedies into hardboiled detective novels.
The Hollywood movie pitch meeting would sum Something Rotten up like this: “This is Hamlet as written by Raymond Chandler starring hot young actors like a teen Ryan Phillippe or Shia LaBeuf.”
And, crass and cynical as that sentence reads, there’s some truth to it. Hell, I’ve handed the book to lots of folks telling them something similar (minus the “hot young actors” part). It works—people’s eyes light up. They get the idea, and the idea of it excites them enough to read it. But something about that summary bugs me, and it’s because it does feel like a pitch. Like it sums up the book, or worse.
You know when people try to remake a classic in the hopes of tricking teens into liking it? They try to make it hip and the whole thing comes out stupid? Which happens because they don’t have enough faith in the classic or in their audience, and it falls flat because it’s cynical and tiresome and insulting. And that’s why I don’t like talking about Something Rotten in terms of a simple equation or formula, because it’s not formulaic.
Yes, Something Rotten has the plot and characters of Hamlet as its skeleton. Horatio Wilkes is best friends with Hamilton Prince, of Denmark, Tennessee, a rich kid whose uncle Claude possibly killed Hamilton’s paper magnate father and married his potentially complicit mother. And was Hamilton’s ex-girlfriend Olivia involved? And is Hamilton going off the deep end or is he faking the whole thing in hopes of tricking people into revealing more than they know?
The book is narrated by Horatio, in a voice both hardened and hopeful, punchy and philosophical, matching the hard-boiled lyricism of Raymond Chandler’s most enduring creation, the private detective Phillip Marlowe. So now you hold pieces of this puzzle, elements that make up the novel, and you think you’ve got a handle on it. But it’s more than all this.
These characters live on their own, they lift out of the references and knowing nods to history and literature and become their own creatures—which is where Something Rotten gets exciting. Because then the play Hamlet recedes but never quite falls away, becoming instead a looming fate with which the novel shadow boxes to a standstill, with which the characters dance and weave in and out of until you aren’t sure if they’ll be able to escape the bloody, bloody ending of the play. And you hope they will because they’ve earned it, they live and breathe on their own.
And isn’t that part of what makes James Joyce’s Ulysses great? Leopold Bloom’s small triumphs of daily life become epic triumphs as they echo the travails of Odysseus’s journey home. So too does the mystery of who killed Rex Prince take on more meaning and urgency, because Horatio is trying to beat two clocks: both the burning deadline of his present moment—can he solve this murder before his best friend, or the ex-girlfriend, or even he himself ends up dead?—and the ticking time-bomb that lies in the deep structure of the novel, that history of which Horatio isn’t even aware, but which we, as readers, are.
With Something Rotten, Alan Gratz has stretched the novel beyond the snappy idea of “What if Raymond Chandler wrote a YA novel based on Hamlet?” His writing has a life of its own, not merely a mirror of hardboiled phrases and patterns, but full of energy, describing a world, and, in hero Horatio Wilkes, a character with enough verve and life you are excited to follow him into as many novels as Gratz wants to write in this series.
As a bonus, check out this interview with the author at Powells.com.
Something Rotten
by Alan Gratz
Published by Dial Books
Thoughts from prison on Cry the Beloved Country
From The Nation, Joseph Cooper on teaching Alan Paton's classic to prisoners:
After reading Cry, the Beloved Country, a particularly thoughtful and articulate 41-year-old inmate wrote, "I can't begin to express the quiet storm that stirs inside me every time I find myself comparing a father-son story with my own."
This inmate went on to write:
"It's an almost indescribable emptiness of being disconnected. More often than not, the father-son relationship is one I can't relate to, for the father-son relationships in so many books and movies somehow resolve themselves favorably. And that resolution is something I can't relate to--it's the opposite of what continues for me, it's the opposite of my contact, my lack of contact.
In Cry, the Beloved Country, we read of Absalom's plea, his consistent plea, that though he did commit the terrible crime, he did not intend to commit the crime. Those words echoed my plea eighteen years ago.
But that is where the comparison stops: Thankfully, I did not receive Absalom's sentence. Sadly, I did not receive the compassion he did from his father.
Though brief, the interaction between Absalom and his father is actually fascinating despite the prison setting, despite the dire circumstances--maybe all the more fascinating because of the setting and the circumstances. Their reunion stirred feelings and thoughts--sadness and regret. I didn't really want to be reminded of my particular snapshot of a father-son encounter. But at the same time there was something between Absalom and his father that I've longed for just an ounce of. It was the love and the concern Stephen Kumalo still had and showed for his son, Absalom, even though the father had been so disappointed and hurt by Absalom's conduct in Johannesburg. For me, those scenes are as profound as the Pacific Ocean. Stephen Kumalo was there for his son, and that is what matters most, despite--especially since--Absalom had fallen so far from living the life his father had hoped, expected."
Christopher Golden on summer
Little Willow has been running a series of interviews with Christopher Golden, this bit of a recent one has really stayed with me:
When you think of the summers you spent as a kid, what comes to mind?
Freedom, of course. We spent a ton of time at friends' houses, or walking in the woods, building tree forts. It was the late 1970s, and though horrible things happened to children then, people didn't know about it the way we do now, and didn't talk about it when they did. Child abduction and that sort of thing seems far more common now, but maybe that's an illusion, I don't know. All I do know is that we were NEVER home. We rode our bikes, had adventures in the woods, found gullies that seemed otherworldly to us, stole bags full of corn from a local cornfield and cooked it up at home. And we walked. Boy, did we walk. The movie theatre was six miles away, and by 7th or 8th grade, we would walk there and back if we couldn't get a ride. We walked to McDonald's, or to get pizza, or wherever we felt like going. We roamed. Honestly, it was glorious.
When you think of the summers you spent as a kid, what comes to mind?
Freedom, of course. We spent a ton of time at friends' houses, or walking in the woods, building tree forts. It was the late 1970s, and though horrible things happened to children then, people didn't know about it the way we do now, and didn't talk about it when they did. Child abduction and that sort of thing seems far more common now, but maybe that's an illusion, I don't know. All I do know is that we were NEVER home. We rode our bikes, had adventures in the woods, found gullies that seemed otherworldly to us, stole bags full of corn from a local cornfield and cooked it up at home. And we walked. Boy, did we walk. The movie theatre was six miles away, and by 7th or 8th grade, we would walk there and back if we couldn't get a ride. We walked to McDonald's, or to get pizza, or wherever we felt like going. We roamed. Honestly, it was glorious.
Wednesday, June 18, 2008
Kon-Tiki and the heroic nerd
"Once in a while you find yourself in an odd situation. You get into it by degrees and in the most natural way but, when you are right in the midst of it, you are suddenly astonished and ask yourself how in the world it all came about.
If, for example, you put to sea on a wooden raft with a parrot and five companions, it is inevitable that sooner or later you will wake up one morning out at sea, perhaps a little better rested than ordinary, and begin to think about it."
Years ago, I found a yellowed copy of Thor Heyerdahl’s Kon-Tiki: Across the Pacific by Raft among the crammed, cramped shelves of a strip-mall used bookstore. Giving it a second glance--mostly just wondering who would name their kid Thor--I read those first lines and found myself drawn into a very odd situation.
Kon-Tiki tells a true story. In 1947, Heyerdahl, a Norwegian ethnographer, was studying Polynesian culture. Noticing similarities between the crops, sculpture techniques, and myths of Polynesia and South America, he got the idea that, around 500 A.D., refugees fleeing a war in Peru populated Polynesia.
But no matter how much evidence Heyerdahl gathered to build up his theory, his colleagues insisted it would have been impossible. 4,300 miles of rough ocean separate Peru from Polynesia, and at the time, the sailors wouldn’t have had ships, just balsa wood rafts held together by hemp rope.
Finally, Heyerdahl was left with two choices: either give up on his theory or build a stone-age raft himself and prove it could be done.
The Kon-Tiki expedition was a balls-out adventure, no question, but it's the men who took it on that really fascinated me. None of Heyerdahl’s crew had experience sailing or ship-building. They were scientists and wanderers, linguists and radio operators, all risking their lives for a theory. Specifically, a theory based on the global distribution of yams.
They were a type of character I’d never encountered before: the heroic nerd, men so driven by the urge to know, to see and understand, they make bold, mad leaps into uncharted territory.
The creed of the heroic nerd is, No experiment is so insanely dangerous that it can’t be made slightly more insanely dangerous with a side experiment. Over the course of their 101-day journey, storms howl and the sun beats down, two men are almost lost at sea, and they must fend off a whale shark that nearly capsizes their raft. And when all that gets boring, they decide to try catching sharks with their bare hands.
"When the shark turned quietly to go under again, its tail flickered up above the surface and was easy to grasp. The skin was just like sandpaper, and inside the upper point of the tail there was an indention which might have been made solely to allow a good grip. Then we had to give a jerk and get as much as possible of the tail pulled in over the logs. For a second or two the shark realized nothing, but then began to wiggle and struggle in a spiritless manner with the fore part of its body, for without the help of its tail a shark cannot get up any speed."

This man has doctorates in zoology, ethnography, and total badassery.
For the purposes of this article, I ran the numbers through multiple computer simulations. It turns out that the only thing more macho than catching a shark with your bare hands would be storming a Nazi machine gun nest using you own lit farts as a flamethrower.
Heyerdahl doesn’t waste time bragging, though. He’s a scientist, and through the book, he writes with the steady observational eye of a scientist, a genial, almost disturbing calm better suited for detailing the mating habits of the golden-rumped elephant shrew. Even when describing the lonely beauty of the ocean, Heyerdahl keeps verbiage to a minimum, letting the scene speak for itself.
"The sea curved away under us as blue upon blue as the sky above, and where they met all the blue flowed together and became one. It almost seemed as if we were suspended in space. All our world was empty and blue; there was no fixed point in it but the tropical sun, golden and warm, which burned our necks."

The author’s copy of Kon-Tiki, scrawny chicken leg.
A couple years ago, while re-reading Kon-Tiki, I decided to get a tattoo of the Tiki image painted on the raft’s sail. I wanted to think that I had a bit of heroic nerd inside me, that wild urge to see and know. I’ve never been to Polynesia or caught a shark with my hands, but I’ve made expeditions to the west Texas deserts, the Louvre, and elsewhere. I’ve worked on an ambulance and in a mental hospital, glimpsed sights as awesome as the blue upon blue sea, and once spent a long night in Heathrow Airport with four stitches in the back of my head.
And every time, sooner or later, the words come. Once in a while you find yourself in an odd situation...
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