Feeds:
Posts
Comments

Archive for the ‘Literature’ Category

Downfall

This is an account of my father’s dreadful head injury which happened on May 10, 2005. I finally got around to writing up the notes…

At quarter to five on a Monday afternoon I received a call from my mother telling me my father had fallen off a ladder and suffered a head injury. She was unsure exactly how severe it was, but he was “in a pretty bad way.” I ran out of my flat and took a taxi across town through peak-hour traffic, thinking how ironic it was that only moments before I’d been dozing at my desk, conjuring excuses not to go to university that evening.

When I arrived at Emergency at St Vincent’s Hospital, Darlinghurst, I had no reason to suspect it would become so familiar to me. I found my mother in a small waiting room beside reception, drinking a cup of tea and looking composed but bewildered.

“Oh, Benjamin,” said my mother. “Thank god you’re here.”

Before I’d had a chance to say boo to her, a social worker introduced herself as Julie and asked if I too would like a cup of tea. I said I would, then turned to my mother.

“What happened?”

“Your father was fixing the awning and he fell off the ladder. The lady who lives upstairs over the road saw him and called the ambulance.”

“But how bad is it?”

“Oh, he looks awful.”

“But how had is it?”

“I don’t know. They haven’t told me yet.”

Very little news had come through and, this, coupled with the shock, made it difficult to feel properly panicked or upset. I still felt a lingering air of inconvenience. How bad was it, for goodness’ sake?

Over the ensuing two hours our fears increased significantly as we learned more about the damage to my father’s head. On the surface there was a fracture at the back of the skull after a direct impact from a fall of between two and four metres, plus his two remaining front teeth had been knocked out. His neck and back were also uninjured, badly bruised and grazed, yet our biggest concern was about the state of his brain.

At last we had a visit from a young English doctor who told us how things stood.

“It’s a very serious injury,” he said. “To be perfectly honest, we can’t give you any guarantees at this stage. The next forty-eight hours are crucial. With an impact like that the brain can swell up so much it can cause a haemorrhage or stroke by pressing too hard against the casing as it expands. We just have to hope the swelling isn’t so bad. It’s a wait and see situation. There’s not a lot we can do.”

My mother clasped my hands and gasped back her tears. She was too thankful with the doctor, embarrassed by her own emotion. The doctor was handsome and kind and she wanted him to know he was a good man.

Shortly afterwards we were joined by my older, half-brother Dirk.

“What’s he done this time?” asked Dirk. “He just wants to be the centre of attention!”

I felt reassured once Dirk was there; with the news growing darker, numbers would help to shore us up against despair. Julie brought more tea and sandwiches and offered more comforting words. I soon began to feel sorry for her, coming face to face daily with others’ tragedies.

At seven-thirty we received word that we could see my father and we kicked immediately into gear. Julie led us via the spacious lifts to the Intensive Care Unit on level five. We emerged into a wide, hundred-foot long, linoleum-paved corridor. A garish series of canvasses stretched along its length. It was my first taste of a place that would become indelibly familiar to me over the next week.

We were led straight to the I. C. U. waiting room where we were introduced to the neurologist, Surita. She had conducted the first C.T. scan.

“There is a lot of bruising and swelling of the brain,” she said. “And until the swelling stops there is a very real risk of haemorrhage.”

It was the same news; she could tell us nothing different. Having already plumbed the depths of the worst-case scenarios, there was little left to be shocked about. The English doctor we had met before, whose name was Kevin, rejoined us. He was in a chirpy, sympathetic mood and he cheered my mother up no end. Ironically, that afternoon my parents had arranged to meet and see the film Downfall. Kevin jokingly suggested that since my mother was now without a date, he ought to take her himself.

It was another half hour before we were admitted to the Intensive Care Unit. We walked through in silent anticipation and reverence. There was activity all around, but I was compelled to focus only on my father. There he was, laid out, bloated and bloodied.  At first I struggled for equanimity against the sight of his breathing tube and the small pool of vibrating blood caught in its corrugated U-bend. In the thin line draining fluid from his lungs via his nose, pockets of bile shunted down towards a bag remaining mercifully hidden. I was saved by the whiff of hospital fluids, a tusk of alcohol riding the bestial emissions of bodies in crisis. I feared that I too, like my brother Matthew, might be prone to blood injury phobia; a mix of anxiety and disgust leading to a sudden loss of blood pressure which had caused him recently to faint and suffer a severe concussion upon a visit to see his girlfriend in hospital. I gripped the railing of my father’s bed and smiled with false courage.

My father was battered, damaged, hanging in the teeth of death. Yet he was also a tough old bastard and if anyone could keep themselves alive through sheer bloody-mindedness it was him. He was in an induced coma, to stop him struggling against the bonds. Apparently he had wrestled with the paramedics, ordered them from the house in a stream of filthy insults. It was incalculably fortunate that our neighbour had seen him. In the aftermath of his fall he had lain like a felled giant, flat on the bricks gushing blood. Yet still he had regained his consciousness, crawled to the kitchen, dragged himself to his feet and carried himself off to bed. He would have died there had he remained undiscovered; drowning in his own fluids as his gums poured blood into his lungs. I surmised that, in landing, his arm had swung back and through his teeth; what appeared by comparison a minor, cosmetic injury, might have been the final straw in this calamity. We stood and watched him a while, taking turns holding his hands and whispering words of encouragement, inaudible to him, but reassuring for us. We would need to maintain high morale for there was little chance this would be over in a hurry.

That night, I went home to my parents’ house with my mother and from there I immediately phoned my oldest friend Gus. He had done his PhD in traumatic brain injuries and would be able to tell me everything I needed to know.

“If it’s as bad as you say,” said Gus, “then he’s going to be out of action for a long time.”

“How long?”

“Months. Maybe three or four months to recover. It all hinges, of course, on how bad the damage is and how long the post-traumatic amnesia lasts. Post-traumatic amnesia effects the ability to form new memories. He’ll be able to remember the past, but it’ll be almost impossible to form new memories in the present. For a while anyway.”

“How long?”

“That’s the thing; it’s hard to be sure. The length of the PTA usually determines the extent of permanent brain damage. If it lasts a few days, he’ll probably be OK. If it lasts a week, then there will likely be more damage. If it lasts two weeks, three weeks, a month or so, then it often indicates quite severe cognitive impairment. It’s not a fixed scale, there are a lot of variables, but it’s a general rule that the length of PTA coincides with the level of damage.”

I talked to Gus for over an hour, quizzing him on every possibility. The staff at the hospital had told us none of this, focussing instead only on his immediate situation. It was a relief to know, but also difficult to stomach the idea that he wasn’t going to walk out of hospital in a week with some bruises and a headache. From what Gus had told me, he was likely to be there for two weeks at least, before undergoing extensive rehabilitation in a dedicated rehabilitation centre, to assist in restoring his cognitive ability. This was going to be a long campaign. I hung up the phone and broke the news to my mother.

It had become abundantly clear that we had on our hands a family crisis of the first magnitude. The following morning, on the way to hospital, I phoned work and took the rest of the week off, condemning myself to impending penury. Going back and forth to the hospital every day was hardly my first choice for a holiday. The idea of sitting and fretting on the purple chairs in the fluorescent mint waiting room of I.C.U for an indeterminate number of future days was not so much scraping the barrel as eating the bottom out of it so far as vacations went.

I must have looked anxious on that second morning, for the bearded, weather-beaten man sitting opposite, waiting for news of his brother, looked up from the Daily Telegraph and said:

“Don’t worry, mate. This place is like Valhalla. Everyone here’s a bloody hero.”

I chuckled and thanked him, feeling one of those fluctuating mood spikes so common to crises. From what I had experienced so far, I found little reason to doubt his words. The staff weren’t exactly wearing horned helmets, sporting battle-axes and quaffing foaming tankards, but even in the few brief encounters so far, it was clear that they were all heroes dedicated to the point of obsession. Irrespective of their medical expertise, having always been particularly squeamish, I was impressed merely by their willingness to deal with the array of revolting discharges with which they were regularly confronted. As I stood beside my father that morning, the man in the bed opposite continually groaned and vomited, shouting in despair for the assistance that was never absent. Elsewhere a man was swearing aloud after having soiled his bed. Across the room I could not avoid catching glimpses of the stricken; mostly elderly people, propped in often necessarily undignified positions, plugged into a tangle of tubes.

That morning I met Som, an amiable Thai nurse with a comforting smile. He had been assigned to my father and, over the next few days, he became our first port of call.

“Your father very strong,” he said, smiling. “Already he try to get up when he wake up one time. They want to keep him under sedation for at least two more days.”

Som struck me as a man who found it easy to be gentle. One minute he was hushed, addressing us with a touch of his soft hands, then his eyes would gleam with conspiratorial humour, as coy as a teenage girl. I was impressed by how personable all the doctors and nurses were, recalling public concerns about medical staff who lacked communication skills and empathy. Anna, Nicola, Jenny, Brian, Eric, all of whom had found the time to be pleasant and show genuine sympathy, even early in the morning or towards the end of twelve-hour shifts. They were comfortingly frank and honestly optimistic.

Outside in the waiting room, an altogether different culture was taking shape. This space soon became a meeting place for my father’s journalist colleagues and friends. I witnessed tears and laughter, black humour abounded, and within a few days the burden of co-ordinating everyone was transformed into an obsession. I began to feel almost at home when in this space, with its unforgiving lighting and repellently “neutral” scheme. It warmed considerably once colonised by passionate well-wishers. I felt a peculiar satisfaction in being the go-to man for news to some of Sydney’s best journos; presiding over the space and ready, at the drop of a hat, to deliver the much-rehearsed verbal press release.

By the third day, my father had survived the immediate risk of haemorrhage, but he was by no means safe. The doctors were still reluctant to be confident and chose to keep him in a comatose state so that his body might recover without the stress of consciousness and physical restlessness. After these first three seemingly eternal days, the hospital visits had already become routine. Going to and from St Vincent’s up to three times daily slowed down the passing of time by breaking the day into many different units; the heightened emotions added a raw edge that cast this environment more distinctly in black and white. Considering that I was, in effect, on holiday, I brought my camera and took photos of the people and the scenery.

The fine mildness of the dry May air was spiced with a pinch of desiccated leaf, and the occasional curlicue of chilled exhaust. The pale, cream hospital, bathed in crisp light and stark against the cloudless blue, radiated confident functionality. On the curving wall of the car-park entrance ambitious creepers pressed themselves arrestingly flat against the paint. By the sliding doors, invalids stood smoking by the drips they had dragged with them on wheeled stands. I found their relentless determination to get straight back into being themselves encouraging and amused myself with the thought that my father, being no idler in the assertive personality stakes, would be ordering everybody about again in no time. Despite his being such a difficult person, we only wanted him to be himself again as soon as possible.

Through the glass doors was an oddly welcoming world: purple carpet flecked with slashes of primary, a black wall embedded with backlit glass vessels, a collage of shots exhibiting local colour, monochrome photographs of a rodeo and a polished wood-veneer reception desk that everyone seemed to ignore. There was bustle about the café, tired faces of relatives, more ambling patients, a charity stand and industrial vacuum cleaner, and striding through everything with unaffected nonchalance, the doctors and nurses who had seen it all so many times before.

Having awoken to the possible consequences of the accident and the responsibility it entailed, these small details became comforting when appreciated in their own right. Optimism was a necessity and I began to view the journey as a quest for small positives alongside an indeterminately long road. My mother equally sought refuge in small mercies, and came to focus her attention on visits to the hospital café. “You must try one of these flans,” she enthused to me one afternoon. “They’re to die for.” As is so often the case with her, it was not long before she was on friendly terms with all the staff and receiving freebies.

Inside the I.C.U., Som remained our principal contact. He was always cheery and mild.

“Your father is very strong man,” said Som one afternoon, tittering. “All the time he try to break free. Even, unconscious, always, his body want to get up. Like Frankenstein.” He held his arms out and walked forward slowly, then began to giggle, his shoulders shaking amidst piping sibilations. His warmth was catching and we laughed along with him.

“We have to keep him tie up. Until he go off the drip.”

Like so much that is said in hospitals, it was both comforting and disquieting. We were concerned that my father might think he had gone mad should he wake up and find himself restrained. He had often joked that if he went “silly in the head” I was to finish him off with the two-pound hammer. Part of me genuinely feared that he might well have suffered irreparable brain damage and would never function normally again. I tried to focus instead on wondering whether or not he was dreaming.

On the fourth day, the breathing tube was removed and my father was allowed to emerge from sedation. Som was overjoyed when he saw my mother and I approaching the bed.

“Come see, he talking now,” said Som, beckoning us.

My father looked awful, swollen and bloated and sick. His face was bruised and veined by broken vessels. When first he spoke his voice was nasal and windy, transformed by the loss of his front teeth. It rasped like grinding gears, punctuated by coughs and gurgles.

“G’day, son. When did you arrive?” His eyes were bleary, yet his eyebrows attempted surprised inquisitiveness.

“I’ve got to get back to the hotel,” he said. “I’ve got to make some phone calls.”

“What hotel?”

He ignored my question.

“Where are you staying, mate? Which hotel?”

“He must think he’s still in Bali,” said my mother.

“You’re in Sydney,” we both said to him.

He looked at me like a dog shown a card trick.

“Sydney, we’re in Sydney,” I repeated.

He shrugged.

“When did you arrive? Are you going back tomorrow?”

His eyes glassed over and he sank back into his pillow.

As Gus had informed me, Post-Traumatic Amnesia, an almost inevitable consequence of any serious brain injury, impairs the ability to form new or continuous memories. It does not normally affect memories formed before the injury, although recollections of events immediately preceding the accident might vanish, sometimes for good. In my father’s case, he appeared to have lost at least five days. He had returned from Indonesia on the morning of the Friday previous, where he had been breaking stories on the 2005 tsunami and the Bali 9 heroin smugglers. He did not realise he had left.

A few minutes later he opened his eyes again and peered through a milky film.

“Ah, g’day, son,” he said. “You’re here as well? Everyone must’ve come over.”

There was a stab of shock at his forgetfulness. It was to be some time before we became used to it.

“This is Sydney,” I repeated. “Sydney.”

“What? I can’t hear you. Which hotel are you at?”

They tested his hearing that afternoon and got no response from one ear and virtually none from the other. We later learned that his left inner ear had been fractured irreparably in the fall and his right ear, which had previously been his bad ear, only had about twenty percent hearing. My mother and I went immediately and bought two foolscap notepads and a Texta.

Thus began our hapless attempts to communicate with him that were to improve only marginally over the coming months. My father would ask a question, almost invariably something to do with our whereabouts, and by the time we had written the answer, he had forgotten not only the question, but the fact that we were there altogether.

“Ah, g’day, son, good to see you,” he would say, as I sat scrawling an answer.

No matter how often we wrote to tell him that he was in Sydney and not Denpasar, it never registered for more than a minute or two. It was like talking to a deaf goldfish. His lapses in memory could be at times shockingly demoralising and at others, cause for amusement.

After six days my father was moved from I.C.U. to the Neurological ward, where, in his bed on level seven, he could see the city skyline. This helped to convince him that he was no longer in Bali, but only for brief periods. Even though he could see Centrepoint Tower, it still had to be pointed out to him and the import of its being there made clear. In the new ward, we found a wholly different culture with a host of different faces. Everyone moved at a slower pace compared to the decisive energy so prevalent in I.C.U. During his first week there, my father was in and out of a host of rooms, which didn’t help to anchor him in the present.

“Good to see you, son! Where are you staying? Did you fly in today?”

Now that he was more animated, it became increasingly exhausting spending time with him. The shifts at work I had felt so relieved to discard would have been preferable to the draining routine that replaced them. Since my father seemed to think he was in Bali, I began to daydream about being there. Sitting in the ward room with the blinds drawn on account of his headaches, I conjured pristine beaches attended by fawning palms. The tropics had always held a false lure for me, as someone more at home with museum collections or the dusty foundations of an ancient structure. Just at this moment, however, I would have given anything to be sunning myself on the beach, amongst the splashes, boasts and giggles of the Balinese meat-market.

After two weeks the post-traumatic amnesia did not appear to be lessening. It would have been a lot easier to deal with were it not for his deafness. My father began to ask more complicated questions. He was gradually becoming paranoid; unable to work out quite where he was or why he was there, his journalist’s nose for conspiracy led him to question everything. The problem remained that, by the time we’d written the answer, the question had slipped from his mind. I could see the fear in his eyes. It was an awful look of confusion, of a longing for trust founded on a dreadful mistrust. He was not eating and had, in just two weeks, shed almost ten kilograms. He looked taller, more angular, more fragile.

Throughout my life my father had always been an alpha male of the first order; a moustachioed masculine figure; a sailor, a sportsman, a marathon runner, gun journalist, a fighter. He was famously brave and famously good at what he did, undaunted by getting himself smuggled into Afghanistan in 1981 to join the Mujah Hideen who were then fighting against the Russians; spending months in Lebanon during the war with Israel and bringing home the bullets plucked from a wall that had nearly killed him several times; crewing boats that sailed around Cape Horn and the Cape of Good Hope. Occasionally he was wracked by nightmares of helicopter gunships, of religious fanatics who had tried to kill him for something as innocent as bathing naked in a stream. He was highly strung and unpredictable; at times irrational and angry, he took things out on his family, who were not especially forgiving. His real weakness was alcohol, yet it only made him more macho, and as a child, I’d hidden away from him; more afraid of him than reverent. I grew up spending the bulk of my time with my mother, whilst my father was on assignments, or in the pub. I was far more inclined to her habits – quiet pursuits like reading and writing – and found his machismo and jingoism disappointingly vulgar; until, that is, I began to affect it at the age of 16.

Now, weakened, restrained and bewildered, his eyes had the awful sadness of a caged, emasculated lion. He had become dependent on others, a situation that was initially unbearable for him. As I sat there, day after day, observing him and attempting to communicate with the notepad and gestures, I felt a great upwelling of annoyance at the stubbornness that had led to all this. That he had fallen off the ladder whilst fixing the awning in the backyard was the final consequence of his twenty-year effort to redecorate the house in Centennial Park.

From 1985 onwards, the family home had been a semi-construction site. My father had taken on almost all the tasks himself with the reluctant aid of his sons. For years, instead of being able to spend time with friends or play games with my brother, I had been handed a shovel or a paintbrush or a bucket on a Saturday or Sunday morning and made to work. I dreaded going under the house, where, cramped and wearing bicycle helmets, we shovelled out mud and dug channels and rubble drains in an attempt to stop the rising damp. Sure, he paid us generously, but at the age of thirteen I had no interest whatever in anything physical. Even later, once I’d started playing rugby, I resented this never-ending family obligation to work on the house. I hated it, and I hated the incompetence with which so much of the work was done. Three or four years after something was finished, the cracks began to appear. The mistakes were often very costly and, ultimately, it would have been far cheaper to have the whole house overhauled in a few months before we moved in. Had my father not insisted on torturing us all with his personal project for years – and my mother certainly had plenty to say about it, largely unheeded – then our family life might have proven far more harmonious. Had my father not tortured himself with his own project for twenty years, he might have instead spent his spare time finishing his third novel, then writing a fourth and a fifth and so on. Instead, he stalled, devoting himself to physical labour that only seemed to make him more annoyed, and indeed, more annoying. In the end, it led to his loss of a finger, when he dropped a great block of sandstone on it, and finally, this horrific accident.

I sat in the hospital and watched him for hours, laid up and afraid, stripped of his tyrants’ crown, yet still no less demanding. After two weeks he was moved to the Brain Injury Unit of the Ryde Rehabilitation Centre where he was to spend the next three months. Even after six weeks, he still suffered from post-traumatic amnesia, but it had gradually begun to lessen. It became possible to have conversations with him, albeit through the medium of the notepad and pen. These conversations mostly consisted of mundane small-talk, yet he also wanted to be informed of developments in stories he had been chasing in Indonesia. As time passed, he became increasingly paranoid, afraid that he was trapped in some sort of conspiracy. Story elements, jostling about in his imagination, began to creep into his utterances.

“Listen, son,” said my dad, grabbing me by the forearm one day. “I’m telling you right here and now, don’t get involved in buying those plane tickets from the Russians. They know all about it in New York. It’s too dangerous. I don’t care how bloody cheap it is, don’t buy those tickets from the Russians!”

On several occasions he would point to the notepads on which we wrote and demand that we keep them safe.

“Don’t let anyone see your notes! Keep them with you at all times. When you go, mate, you should take them with you. A journalist always protects his sources,” he said, banging a fist. “It’s not safe leaving them here; there’s people coming and going all the time. I don’t know who the fuck half of them are!”

After two months, they let me take him out to Camperdown to meet with a specialist doctor who performed Cochlear implant operations. We were relieved to find, when tested, that the nerves attached to his shattered inner ear were still intact, allowing him to have a bionic implant. A week later, the operation took place and, with the aid of a hearing aid on his other ear, we were at last able to hold a conversation with him in real time. I cannot even begin to express the relief that this caused, despite the fact that his comprehension was awfully patchy as he got used to the sounds through the devices.

“Mate, you sound like bloody Donald Duck. What’s the story? Stop quacking.”

On visits I would find him shuffling about the rehabilitation unit, wobbly and weakened, yet too curious and bored to stay in bed all day. Despite the bouts of paranoia, he was friendly with most of the staff; he seemed to have acquired more patience than I’d ever thought him capable of.

After three and a half months they finally released him. My mother felt a contrasting mix of relief that she no longer had to venture out to Ryde on a daily basis, and annoyance that my father was coming home where she would have little respite from him. Remarkably, despite the length and severity of his post-traumatic amnesia, despite the savagery of the injury he had suffered, my father’s brain had undergone an extraordinary rehabilitation. No doubt in part due to his strength of personality and fierce determination, his brain had re-routed much of its processing via less damaged regions. It seemed the principal impairment was with the bigger picture; he found it less easy to comprehend larger narratives, such as the complexities of a plot, yet he was by no means unable to do so.

On the whole, he was still very much himself. Indeed, in many ways, he seemed a taller, ganglier, more softly spoken version of the same man; a little more fixed in his inflexibilities, more prone to perseveration, but at the same time, slightly more apologetic. Having been brought so low, having for months relied entirely upon nursing staff and his family, and having finally understood how much effort people had put into his recovery and how dedicated his friends and family had been in following and assisting in his progress, almost none of which he would ever recall because the memories had never formed, he seemed quietly thankful.

My mother and I were also quietly thankful, though often we glanced at each other with the exhausted look of the long suffering. The power vacuum had brought about a coup, and the family dynamic would never be the same again. The totalitarian dictatorship of the Workers’ Socialist Democratic Republic Paradise, as my father called the house, had become, at last, through crisis, a genuine democracy.

Read Full Post »

Paddington, 1983

Pug, the bull-terrier, cattle-dog cross, was straining at the leash, half-strangling himself in the process. I had often asked why we didn’t get him a harness, instead of the leather collar he wore, so that he wouldn’t choke himself all the time, but my father argued that it would only maximise his strength and give him more pulling power. It didn’t seem entirely logical to me, being far more concerned with the dog’s comfort. What I really wanted to know was why Pug insisted on pulling at the lead perpetually; he certainly did not seem concerned about his own comfort. Perhaps he liked the pain.

Poppy, on the other hand, border collie, mother of eight, was on a choke chain, and she too was no stranger to self-strangulation. On several occasions she had lunged forward so suddenly as to snap her chain and break free, almost invariably incensed by a motorbike or lawnmower. Indeed, anything with a two-stroke motor was sufficient to get her riled. For me, aged eleven, holding Poppy and pug was a tough assignment, not unlike having a Wookie try to pull both your arms out of their sockets.

We approached the house on Moore Park Road. My father had come to pick me up from school and as ever, brought the dogs. My older brother, who had recently started high school at Sydney Boys High, insisted on walking home by himself now that he was relatively grown up and, since my father couldn’t pick us both up, only I received the privilege of the canine escort.

As we reached the front fence, I looked up and saw a youngish, fair-haired man with a blow-wave and mullet, skip lithely down the steps of our house with a hessian bag over his shoulder. I had no idea what to make of this, expecting he had made a delivery of some kind, and stood dumbly watching him. My father, preoccupied with hooking the dog leads onto the fence so he could fish the keys out of his pocket, had failed to notice him altogether.

Then, my father looked up and saw the man walk straight out the gate. Instantly suspicious, he looked to the front door and noticed it was ajar. My father exploded into action.

“Stop!” he shouted, as the man broke into a sprint. My father threw the dog leads from his hands, shouting, “Benny, take the dogs!” and ran like hell after the man. Pug and Poppy yelped and barked at this sudden activity, and I had a right job getting control of them. I grabbed their collars and held them as tightly as I could manage, just catching a glimpse of the burglar disappearing around the corner, past the Olympic Hotel and into Regent Street, with my father in hot pursuit. My father had recently taken up running marathons and he was as fit as a fiddle. He was also a hard man who had been in several warzones. I figured that if my father caught him, the burglar was, to put it mildly, fucked.

I struggled to get the dogs inside the gate and through the front door, but once inside the house they seemed to forget all the excitement and run off in search of food. There, in the hallway, sat one of our suitcases. I tested the weight to find it very heavy, and rightly guessed that the recently acquired and, then, very valuable, video recorder was inside. Clearly we had arrived just in time. I tried to spring the sliding button locks on the case, yet they wouldn’t open. For some reason, getting the suitcase open struck me as a matter of the greatest urgency.

I ran upstairs to my bedroom to fetch the Swiss army knife my mother had brought back from Switzerland the year before. Taking out the awl, I plunged it into one of the locks on the suitcase, trying to prise it open. I worked it as best as I could, yet the mechanism still would not shift. I applied more strength, working the awl under the sliding button of the lock in an attempt to gain extra leverage. I tried as hard as I could until, suddenly, the awl snapped. I was terribly upset by this, and somewhat disillusioned with my prized tool. I gave up, called Pug to join me, and went to my room to sulk.

Fifteen minutes later my father returned home.

“Benny,” he shouted? “Are you alright?”

“Yes. What happened?”

“I chased the bastard all the way to the town hall, but he was fast as lightning. Then I got worried about you, so I gave up. I thought there might have been another bloke.”

“No,” I said. The idea had never occurred to me.

I pointed to the suitcase. “He was trying to steal the video. I can’t open the suitcase.”

“Son of a bitch,” said my father. “Anyway, everyone’s all right, that’s what’s important. Is Matthew home?”

“Nope.”

“Well, that’s good, I suppose, that he didn’t come home sooner.”

I hung around and helped my father set up the video again, something he did not, in fact, know how to do himself. The whole incident had seemed very exciting, and when my brother returned home half an hour later, it became briefly exciting again. I took great pleasure in recounting the incident, after which we soon forgot about it altogether and went upstairs to play Dungeons & Dragons.

It was not until my mother arrived home from work, however, that the burglary assumed new and greater proportions. The upstairs bedroom had been, to a degree, ransacked in the search for jewellery and valuables, and the thought of it upset her enormously. It was not, initially, the loss of any valuables that made her so distressed, as the invasion of privacy. The idea of some total stranger going through her things left her shuddering with a deep sense of violation. Then, when she discovered that an old jewelled watch of her grandmother’s had been stolen, she became quite distraught.

“Oh, Benjamin,” she lamented. “I’ve been meaning to have that watch fixed for years and now I never shall.” She burst into tears, and, being only eleven and a mere pinch or punch away from tears at the best of times, I joined her in weeping for this loss.

My mother spent the rest of the evening going through her drawers to see what else might have been taken. I hung around and mapped the highs and lows as she discovered things she thought might have been taken, and realised what was missing. My father, though not unsympathetic, was more inclined to manifest a “what the hell, nobody died” mindset, and he was principally annoyed that he hadn’t caught the burglar and sorted him out. “Fucking junkies,” he muttered over dinner.

In the days that followed, I found myself wondering what I should do in future should I again encounter a burglar. I spent a whole week of afternoons in the backyard, diligently practicing archery with my home-made, high-tension bamboo longbow. After nailing countless cardboard boxes on which I had drawn the faces of Orcs, I felt my aim was sufficient to take out anyone who came through the front door from the top of the stairs. This knowledge was enough to arm me mentally, and, over time, I began to long for the opportunity…

____________________________________________________________

Glebe, 1998

Edward heard the doorbell ring and paused a moment in his typing. He wasn’t expecting anyone and didn’t particularly want to be interrupted, so he shrugged and sipped his tea. It was probably his landlady who ran the video store a couple of doors down the road. She often dropped by to make a spurious announcement of some kind or another. Perhaps he was due for another rent increase.

Edward tapped a few keys noncommittally. It was two weeks since he had seen his supervisor, and having knuckled down and made some good progress after their last conversation, he found himself coming up against another barrier; he had only a vague idea of what it was he was trying to say. Nothing felt right. “Always stick with your gut instinct,” his father had told him. “If it doesn’t feel right, it probably isn’t.” Great advice, but while it was a good start knowing what was not right, knowing what was right was another thing altogether.

The doorbell rang again, and Edward shrugged again. It definitely wasn’t Pandora, for he knew all too well the way she knocked or rang his bell and Rickets the cat knew her footsteps. Rickets remained impassive at his feet. Edward looked back to the screen. Fifteen minutes ago he had given up on his thesis and turned his attention to his novel, Mr Tracey, Grocer. He had since written nothing but nonsense.

 “A double Jack Daniels thanks, mate,” he demanded politely of the bartender.

“Ice?”

“Yep.” Mr Tracey grabbed the drink, took a strong sniff of it and, clenching a fist, he sipped it.

“Nah, there’s no reason to be angry,” he mumbled, smiling wryly and taking another sniff of his drink. “What’s it to be cross? What boots it to maunder?”

“What’s up, mate?” asked the bartender.

“No point worrying about things, mine honest tapster.” said Mr Tracey. “All’s well in love and war.”

The doorbell rang again. Edward’s attention was hanging by a thread. He could feel his mind drifting into the opiated visions of his daydreams, suckling from the fecund nipples that had nurtured his first novel, Moscow Gherkin on the Rocks. The doorbell rang twice more and he ignored it with new fervour. He had sworn he would write until midday at least and nothing was to get in the way. He paged up and down rapidly, watching the words leap into streaks, spotting vocabulary like fleeting fauna. Then he heard a banging sound that seemed to be coming from the kitchen. He paused and listened, feeling sure that someone had entered the house. The sounds were muffled and indistinct, for, being the first cold day in autumn, he had closed all his internal doors to keep warm.

The banging continued and Edward grew certain that it was coming from the kitchen. Then he remembered: the landlady’s brother, Ali, was coming over to fix the tap sometime this week. It had an annoying leak and he wanted it seen to. Edward really wasn’t in the mood to talk to Ali. The last time they met Ali had enthused interminably about what a visionary Muhammad was for predicting the invention of the aeroplane in the Koran. It was alright when the Jehovah’s Witnesses came knocking, at least he could challenge them on their historical knowledge of the rise of Christianity and the textual validity of the New Testament. With his landlady’s brother, a modicum of diplomacy was required to ensure that he didn’t end up out on his ear for being an evangelising atheist.

The banging continued; a dull, soft, reverberating thud. He’s probably hammering away at the sink, thought Edward, with the Koran stretched out beside him, open to the plumbing section; a vision of the Arab armies at the battle of the Yarmuk coursing through his mind…

Then there came a loud smash – quite clearly that of breaking glass. Alert at once, Edward kicked the cat off his foot and stood quickly. It was close to ten in the morning and he had not bothered dressing yet, being attired only in a knee-length flannel night-shirt his mother had bought him. He opened his bedroom door and walked through to the kitchen. Seeing no one there, he walked on into the front room, where he was greeted by a most unexpected sight, almost amusing for its absurdity. A man, possibly in his forties, was trying to squeeze himself through the tiny rectangular window above the door. In doing so, he had pushed it inward as far as it could go so that it pressed against the decorative flange on the top of the stately, built-in cupboard. The pressure on the frame had bent the window and caused the glass to break, which now lay in shards on the carpet. So intent was this man on gaining access, that he neither saw nor heard Edward approach.

“What the hell do you think you’re doing?” asked Edward.

“Er, what?” said the man, startled. He stared at Edward fixedly a moment, and paused, his shoulders still half through the gap.

“I said what the hell do you think you’re doing?”

“Er,” said the man, trying to climb down, “I thought this was my friend Mick’s place.”

Edward advanced right to the door, and opened it as far as the chain-lock allowed, the man scrambling onto the landing.

“What?” he demanded through the gap.

“Yeah, I thought this was my friend Mick’s place.”

“That’s bullshit!” Edward was quite definitely incensed now. This was, after all, a terrific imposition on his time. He took the chain off the door and opened it more fully.

“Nah,” continued the grey-haired man, who seemed surprisingly well-dressed for a burglar, “I honestly thought this was my friend’s place.”

“Rubbish!” Edward shouted again. “That’s a lie. You’re a fucking burglar, that’s what. Go on, fuck off!”

And the man turned and ran as fast as he could.

Edward stood shaking with fear and anger as he looked at the broken glass beside his bare feet.

“What a bullshit artist,” he said, closing the door.

He walked back into the kitchen and put the kettle on, more out of habit than anything else. A moment later he remembered he had a cup of tea beside his computer, so he went and sat down to continue writing, shaking his head in disgust. It wasn’t long before he knew he would never regain his concentration that morning. He dressed, put on some shoes, and went to see his landlady at the store next door.

____________________________________________________________

Cambridge, UK,  2001

Dirk was woken by a loud bang. It was followed by the clink of dragging metal. He turned his head to the French doors and was surprised to see one of them wide open, its latch scraping on the gravel path outside. Seconds later, he was very surprised indeed and sat bolt upright in his bed. There was simply no way the door could be open.

What time was it? He looked to the stereo; 0634. Too early for bedders, cleaners or porters to come around; it could only be a practical joke or something more sinister. Dirk threw off the covers and stood quickly. It was a cool morning at the end of April, and the night before he had returned from Turkey with a head-cold. His ears were blocked and he shook his head to try to clear it.

He moved to the door to inspect it; somehow it had come off the latch and swung wide open in the wind. Only a person, or a monkey, could have done such a thing, surely. The snout of a dog? A wild pig? A curious cat? A squirrel? There were often deer in his front garden, though they were so timid as to never approach the house. Dirk made straight for his desk to look for his wallet. It should have been there, yet it was not. He cast his eyes about the room; it was not on top of the television, not beside his bed, not on the floor, not on the chair. He looked for his shoulder bag and it too seemed to be missing.

“Christ,” he whispered, realising he had been burgled. Someone must have snuck into his room while he was asleep. The thought was so awful that he shuddered in fear of his life. He might have been murdered! His blood ran cold with an intense feeling of violation, before flushing hot with the adrenalin of a dawning crisis. Then he heard a footstep outside on the gravel. Then another. Someone was standing very nearby, just around the corner out of view.

Without thinking further on the matter, wearing just a small pair of shorts, Dirk walked straight out the open French door and stepped barefoot onto the gravel. He marched with purpose, unblinking, determined. He was not afraid and asked of himself no questions. He was going to retrieve his wallet – it was as simple as that.

Dirk rounded the corner of the house and there, standing under the bike shelter, going though the contents of his shoulder bag, was a pale, blonde-haired man in a dark green army jacket. Dirk could not see his face clearly, as he was staring downward, intently looking through Dirk’s shoulder bag. Dirk walked steadily towards the man, who was so preoccupied that he neither saw nor heard Dirk’s inexorable approach. Dirk picked up the pace, closing the distance in a matter of seconds. He had only sufficient time to think “fuck you, arsehole” before punching the man as hard as possible in the guts.

The rogue had the wind knocked out of him and doubled over with a strangled cry of pain. Dirk didn’t hesitate to take him in a headlock with his left arm. With the bandit thus accosted, struggling and kicking, Dirk used his right arm to deliver repeated punches to his stomach, hoping to stop the felon from recovering his composure altogether. The man stank of neat vodka and cigarettes; he was of similar size to Dirk, though clearly lacked the tone and strength to throw him off. The two stood there a moment in an awkward embrace; the burglar struggling to free himself, to protect his stomach from the incoming buffets, and Dirk working hard to subdue him.

Only now did Dirk have time to think. Engaged thus in a struggle, with no one about at such an early hour, he had no choice but to win. It was an ancient and grim contest and losing was not something he could allow. The gravel cut into Dirk’s bare feet and the pain gave him a new lease of strength. He heaved with all his might and hurled the burglar into the wall. He was still putting up a strong resistance, and Dirk knew he had to get him down and pin him. He swung the man out from the wall, and swung him back in, slamming his body hard up against the plaster. The burglar shuddered with the impact and some things spilled from his pockets; a long screw-driver, Dirk’s passport. Dirk slammed him into the wall again. There was no talk, no swearing, no shouting, no cries of pain. Dirk only had one thought in mind, “I must monster him and never let him gain the advantage.” But then what? Hold him until security arrives? Shout for help and hope the police come quickly? He tried to wrestle  him to the ground, yet the burglar kept his feet.

Then, without quite knowing why, Dirk released him. He let go his hold, stepped back, and put his fists up. The burglar stumbled forward, sped away from the wall, and began to run on the gravel. Dirk stood watching, wondering why he had let him go and what he should do next. The burglar kept running until he was twenty metres away, then he turned and looked at Dirk over his shoulder. That look was, without a doubt, the greatest look of terror Dirk had ever seen. The man’s pale face, framed by lank blonde hair, was twisted in shock and fear. Dirk stood watching; the burglar reached into his army jacket and pulled out a large bottle of vodka, which he then hurled into the bushes before fleeing towards a purple bicycle leaning against the hedge.

Dirk picked up his passport, he picked up the screwdriver, then ran around the corner to where the bag had been dropped. He expected that he would find his wallet here, but within seconds of picking up the bag realised that it must still be with the burglar.

He ran inside and tossed the things on the bed.  He picked up his keys, ran back outside and, still wearing only a pair of shorts, unlocked his bicycle and ran with it out onto the driveway. The house, one of many fine properties owned by St John’s College, Cambridge, was surrounded by other college houses with spacious, attractive grounds. He wasn’t sure which direction the burglar had gone in, and there were many in which he could go; through the gardens, cutting through hedges, down the drive, out the back fence into the tennis courts of St Edmunds College. The purple bicycle was gone, so Dirk felt certain he must have ridden out onto the street.

Dirk hopped on his bike and rode out onto Madingley Road. Like a goalie in a penalty shoot out, he had to make a call. Left or right, yet there were still other possibilities. Dirk chose right and pedalled furiously down the pavement. The cool autumn air was freezing on his fingers and his cut and bleeding feet stung on the rough pedals. He swung around the corner and rode down the street, hoping to catch a glimpse of his quarry. Yet, the burglar was nowhere to be seen.

Dirk made several circuits of the neighbourhood over the next half hour. He hoped he might find something discarded, something tossed aside and abandoned. After all, what could the chap do with his Australian bankcards? He rode in all directions, even out into the wheat fields of the farms that ringed the town. Soon, however, the cold got the better of him, dressed as he was in just a pair of shorts, and it being a cold April morning in East Anglia. He took a last look across the rising heads of wheat, then rode home to contact the college and the police. On the way home, he began to wonder if he shouldn’t have just demanded the return of his wallet from that beggardly scoundrel…

Read Full Post »

August 21, 2011

It’s a grey day, but I’m bathed in abundant natural light. The morning sun, having shifted across the Dijon mustard tiles and the royal blue Persian rug, now hides behind the clouds yesterday was supposed to bring. Outside my wide, elevated, east and south-facing windows, is a peaceful expanse of back yards and flourishing trees; their branches gearing up for spring. Being at the back of the building, the traffic sounds reach me like a distant, muffled wind. It’s peaceful enough that the birdsong is paramount, and my little old fridge keeps largely to itself.

I moved here just yesterday, to this sweet little studio in Glebe, and already I’m in love with the place. After a month of searching, considering many options, of sharing or flying solo, I inspected this place last Saturday morning and instantly saw the potential. I had actually come to inspect this unit the week before, yet in a moment of folly wrote the address down as Glebe Point Road and found myself wandering into someone’s house. Having missed the inspection time, I was ready to give it up for dead. When no one subsequently applied, I was further inclined to pass pre-emptive judgement that the place was, in fact, undesirable. Yet my at times insatiable curiosity got the better of me, and thank goodness it did.

The previous situation, a large, friendly share-house on Queen’s Park, had been good in every regard with the exception of its outlook. The room, whilst nice in itself, faced onto a brick wall which made it oppressively gloomy during the day. The neighbours’ front door was also a short distance from my window, and their constant comings and goings, their children’s tendency to practice recorder badly and bounce basketballs outside on the path, and their recent acquisition of a small, yappy dog were driving me bonkers. When I returned from visiting my brother in Brisbane, where I had slept on a wide, comfortable, solid wood queen-sized bed in a room gold with morning sunlight and myriad magpies singing like squeaky swings outside the window, I knew instantly that I could wait no longer. I had to get out, and so I did, fleeing briefly to the ancestral home so I might find a new place at leisure, without the pressure of having to fix a departure date. The Workers’ Socialist Democratic Republic Paradise (hereafter, WSDRP) as our family home is known, proved again to be both wonderfully welcoming and convenient in a time of transition.

Today is my birthday and it is very pleasing to wake up in such a lovely place. Even the onset of heavy weather only fills me with a greater sense of romance. There is nothing quite so well suited to making a place feel homely, than to sit reading by a rain-lashed window. The move here was very smooth, and my regular helper and good friend Paul again deserves my great thanks for his efforts in driving me and my belongings. I ought also to thank the Holden Commodore, which impressed me with its capacity – especially when I slotted my half-sized fridge across the back seat; a fridge, incidentally, which my much-missed French Nana gave to me in 1993 when she moved into my old room at the WSDRP. It still works like a charm, despite having been left on in the laundry for the last six years to form a vast, solid-core iceblock around the small freezer compartment. Paul helped me to load and unload the car, whilst I did all the carrying work. My zeal, pace, energy and efficiency, earned me the nicknames Conan the Removalist and The Removalator. There is definitely something to be said for keeping fit and developing one’s upper body strength!

Moving into a place has always been one of my very favourite activities, whilst, conversely, moving out is one of the least enjoyable. This move had in fact begun on Wednesday, the day I signed the lease. After finishing teaching at one, I went straight to Surry Hills to purchase a bed and a desk, the core furniture I lacked, having lived since returning from England in furnished houses. I was in something of a hurry to do so as I was signing the lease in Concord at three o’clock, and I wanted the furniture delivered later that afternoon. It made sense to have the furniture delivered directly to the new address, and thus obviate the need for a removal truck, which I would not otherwise require.

The range of furniture available in the store proved disappointingly small. The business had relocated from Bronte, and, having been to their previous store, which covered three storeys, I had expected a wide range of beds and desks. Yet instead I found a single storey, quite sparsely stocked. It was in this that I was unexpectedly and unknowingly fortunate. The choices lay at either end of the  scale and, remembering one of my favourite Chinese proverbs, “The bitter taste of poor quality lingers long after the sweetness of a good bargain,” I knew I would regret the cheaper, aesthetically poor choice. After all, what had been lacking in my last place was aesthetics.

So it was that, after wandering around the shop floor, stepping repeatedly past the big, grey-beard drowsy dog, I knew I had no choice but to buy the solid and stylish wooden queen bed I had been eyeing for the last five minutes.  Not far from it was a wonderfully weathered old wooden desk of epic size, yet slender legged and not too brutish. The one seemed the natural corollary to the other, so I mentioned my interest and cut a deal with the chap, who gave me a very nice discount. On top of this, he promised he would deliver at six thirty, and since I was to be his sole helper in unloading the goods, he would not charge for the delivery. It was, after all, a sweet bargain, but for quality.

I took a train to Burwood and walked out to Concord to sign the lease. It rained all the way – which one of my Korean students tells me is a good sign when moving house. As someone who loves the rain, I felt quite content as I returned via a long and congested bus-ride down Parramatta Road to Glebe. The brake-lights hung through the humid window in a world as sullen and grey as lamb fat. I felt an oddly peaceful eagerness, knowing I had time to kill before the delivery.

Here’s a poem I once wrote about Parramatta Road in 2005, which I throw in here by way of diversion.

 

Parramatta Road

These tired shops will never bring

slow-walking couples, blithe and entwined,

such is the hustle, the bash and the hiss;

heaves of freight, rubber and metal,

rolling petroleum, fog of exhaust.

And,

every morning,

as the bitumen warms,

as this smeared, groaning gully

fills freshly with urgent trumpets,

this stretched fan-belt girdle,

this gasoline funnel, this road

is like Christ risen

on a noose.

_________________________

Having arrived at the apartment and determined which keys were which, I found it ever so slightly smaller than I remembered. I realised now that the bed was not going to fit where I had originally intended it to go, and felt a momentary uncertainty about my decision both to purchase such a large bed and to rent this flat in the first place. I became concerned about sleeping in the same space as a fridge. Were they not prone to groaning and rumbling throughout the night? Was I not someone who could not bear the almost inaudible hum of a device on standby; someone with a phobia of ticking clocks – who on earth wishes to hear their life disappearing like that? Would sleeping with a fridge be impossible? Would it unnerve me, disturb me, send me bats? I pushed this fear aside. The space was very nice, with great light; it was clean, peaceful and harmonious, and I trusted my ability to make it very nice indeed. Sleeping with a fridge, bah! If it bugged me, I could always turn it off at night and no doubt all would keep til the morrow.

With two hours to kill, I set off for Vinnies on Glebe Point Road and proceeded to buy up all the floral granny plates I could find. I also bought some cups, saucers, mugs, glasses, a milk jug, silver sugar bowl and a large painted tray with a lacquered fruit fresco as its base. Using this tray, I carried my collection of crockery and utensils back through the rain to the apartment. After washing and stacking it on the sink, I sat down to read The Butcher’s Wife by Li Ang; a gripping, yet very visceral novel which I would recommend, though not without reservations.

At six thirty the chap was outside with the furniture. Together we brought the various parts of the bed in without any difficulty. The desk however, being all of one piece, proved more of an obstacle. Unable to fit through the door, the only option was to haul it up through the back window. What followed was equal parts comic and heroic. With me at the top hauling on the ropes, and the chap from the store standing below on a piece of backyard furniture and trying to hold the desk steady over his head, we managed to get it through the back window after much straining. Sadly, in my wrestle to drag the desk through, I cracked the glass of one of the window panes.

Come Saturday, I finally had the chance to put everything in order and decorate my new home. It took only two hours to order the furniture, put books on shelves, hang clothes, fill drawers, make the bed, lay the rug, stock the kitchen cupboards and bathroom cabinet, and set up my computer. The next few hours were then spent decorating; arranging photographic prints, hanging poster reproductions of artworks, deciding which tea-towels to display…

And so here I am on Sunday morning, feeling almost indecently pleased with myself. The birds are singing, the light is glorious, the outlook soothing, the drizzle calming, the bed exceedingly comfortable. In such a short space of time I have already recovered a long-lost sense of equilibrium. The absence of pressure or interruption, the freedom from other agendas, the serenity of complete overlordship over one’s domain, have flooded me with relief. For years previously I had lived alone in apartments and houses, and it had always given me a far stronger sense of self. The last time I lived alone was in Glebe, just eight doors down the road from my current address. Indeed, if I look out the back window, I can see the balcony of my old flat. That was famously given the nickname “Cornieworld”, and it was a most excellent place in which I wrote a great deal, including my second-last novel. Funnily enough, the above poem was also written whilst living there. I was extremely happy in Cornieworld, though I stayed only a year as my growing disappointment with John Howard’s Australia inclined me to move back to Cambridge.

Since 2006 I have shared houses with others, and whilst this has been largely a pleasurable experience, I have not in all that time felt entirely at home. Even in the most relaxed and friendly of households, there is a need to keep up appearances. Even with the most open-minded and casual people, there is an awareness that one is observed in one’s own home. Occasional inconveniences and disturbances occur that are beyond one’s control; the bathroom is busy, the stove-top full, the oven in use, the kitchen is full of people when one is really not in the mood for conversation, and does not wish to be seen looking so tired and frumpy. All these things take their toll, and despite the good company of housemates, it is not possible to choose at which times one has this company.

Already, just one day into my new house, on the first day of the 39th year of my life, I feel transformed. There is no one above me and no one below me, for despite being on the second floor, below is the laundry and a store-room. I can step as heavily as I please, play music loudly, speak without fear of being overheard, and nor do I seem to hear anyone else. My new, old furniture looks magnificent; the pot plants, the rug, the photographs, the book spines, the tea-towels, cups and saucers, the wooden chair, the bedside table, the trio of soft toys, Bilby, Platty and Bünchen sitting beside me, all fill me with a sense of wholeness.

When I said I was moving back to Glebe, my old friend Simon, knowing how much I love the area, said “Ah, you’re going home!” And, for the first time in years, I really do feel as though I am at home. And that little old friend of mine, that ever durable, long-lasting fridge, makes barely a sound at all.

Happy days indeed! Cornieworld 2 is born!

Read Full Post »

It was late afternoon when I climbed into the back of the jeep in Siliguri, having paid a mere 92 rupees ($2.25 Australian) for my seat. After settling in and stretching my legs on the surprisingly comfortable bench, I was soon forced to shuffle over to make room for someone else. It seemed that, in fact, 92 rupees bought only half a seat. This was going to be a fun ride.

I had flown into Bagdogra airport that afternoon, one of the few destinations in West Bengal for  budget airlines. The flight was stunning. Heading east from Delhi, the plane’s path tracked the line of the Himalayas, bathed as they were in bright sunshine; below, the yellow dust and fecund green of the great Gangetic plain lay dry, flat and ancient.

From Bagdogra, I had taken an autorickshaw into Siliguri – the nearest major town, situated roughly twenty minutes away. The drive took me past tea plantations and the roadside workshops of countless cottage industries; carpenters, woodcutters, masons, banana sellers. It was a lush and moist landscape; a welcome sight after the dusty dryness of Rajasthan and the baking heat of Delhi.

It took roughly half an hour for the jeep to fill and we set off immediately afterwards; around four in the afternoon. There were thirteen people inside: four across the front seat, four in the middle, including a pedigree Pekinese called Nora, and four huddled into the back with me. They were an interesting mix of Bengalis, Gorkhas and assorted other ethnicities. Already, just waiting around in Siliguri, I had noticed quite a number of people with very Asiatic features; some passably Chinese and others who struck me as ethnically Nepalese or Tibetan. A young Gorkha couple sat opposite me, the lady wearing a gorgeous bright blue sari, and something told me they were newlyweds. They had an air of amorous conspiracy that made one want to wish them well. I sat quietly in the back, smiling and nodding to everyone, then got on with listening to my iPod and shooting video through the open window.

After half an hour driving through a forest flashing with sunset, we reached the foothills of the Himalayan mountains. The road narrowed and began to wind, and very rapidly, the landscape changed in character. The dry, bright green and yellow-leaved forest had been cleared from the slopes and terraces to make room for tea and wheat. The rich soil was dotted with quaint, modest dwellings amidst fields made tropical by the occasional spray of banana leaves. Behind it all, the sharp rise of the mountains halted in a nightcap of fog.

Soon our driver brought us to a roadside bungalow, crowded about with other jeeps. He pulled in and hopped out, muttered something, then set off with his henchman into the bungalow. I climbed out from the back of the jeep, walked over and peered inside. It was a diner of sorts and, despite having stood around in Siliguri for half an hour before our departure, it seemed our driver was about to have his dinner. I shrugged and smiled at the ways of the world, then followed the lady with the dog as she wandered off down the road.

The slope rose sharply to the left of our heading; huddled with squat, dark and damp tea-bushes. Even here, at less than six hundred metres elevation, mist had begun to creep down in the cooling mountain shadow. A few workers were still in the fields, though they seemed, at this time of day, to be merely passing through. I took some photos, watched the men waiting by the jeeps, then sat down on the roadside to stare into the valley below.

I was soon roused by the sounds of an argument. It seemed our driver had finally returned to the vehicle after forty minutes and something was up. I assumed it was the length of the delay causing trouble, as none of the passengers had wanted to eat and were all waiting to leave. I wandered back over and stood to the side, watching. Despite not understanding what was being said, with the argument being conducted mostly in Hindi, Gorkha and Bengali, I soon determined that the dog cage of the Pekinese had fallen from the roof of the vehicle at some point on our journey and now seemed irretrievably lost.

The driver and his henchman were very defensive at first, almost dismissive. Yet, when the argument was joined by several other passengers, who cornered the driver and his sidekick to press their demands for justice, the response changed dramatically. One chap in particular, a very tall man with Han Chinese features, took up the lady’s cause and argued a strong case against the driver. I could only determine this from his gestures, from his tone and air of authority, yet whatever he was saying, he was saying it very well. It was his championing of her cause that really got the driver scared. Being lectured in his native Gorkha tongue seemed to turn the tables on him, and, when he realised that he might be held financially accountable, he seemed to panic. He ran across to all the other jeep drivers, asking if any had seen a dog-box. He got on the phone, frantically calling people in Siliguri to see if the dog box had been left behind there. I gleaned from occasional English usages that the box was valued at around 2500 rupees, almost 75 dollars; a princely sum for any working-class Indian. Needless to say, the dog box was not to be found.

With all the passengers now deeply restless, we finally piled back into the jeep and set off again. The tall man had been sitting next to the driver in the front seat, and so he was for the rest of the journey. The multi-ethic, multi-linguistic debate had not stopped at all, but continued for another hour in the vehicle. I was impressed by the quiet dignity of the woman whose cage had been lost. She never raised her voice, and spoke with a polite and stern measure. The driver went very quiet; clearly downtrodden and pondering his liability. I began to feel sorry for him as it was a debt he could never afford to pay, and I doubted his bosses were likely to take responsibility. I still wonder whether or not he was ever held to the debt, or indeed, if the box was found.

Meanwhile, I returned to my iPod and stared through the jeep’s back window. Now almost five thirty, the equatorial sun was in rapid descent and, as the elevation rose sharply, we entered the mist and cloud. The mountain road was potholed and open to a steep slope; crisscrossing it at various points ran the tracks of the so-called toy train; a narrow-gauge steam-engine which began operating in 1881. It was now merely a tourist attraction and slowly chugged its way from Siliguri to Darjeeling. The journey could take up to ten hours, and I’d read that it moved so slowly it was possible to hop off and shop, then catch up and hop back on.

The darkness settled in rapidly, as did the mist. By six o’clock, we were driving through a cold, white fog, backlit with the last reflected light of the sky. Through the back of the jeep, the road swung and wended, and soon the headlights of other jeeps began to sweep across the bends in the road. As the night took hold, we reached the half-way mark; entering the town of Kurseong. It was little more than a single strip of houses and shops, backed against the rising slope of the mountain. The wooden doors and stock bins of the shop-fronts sat tight on the railway tracks; barbers, grocers, cobblers, knitwear vendors, chai wallahs, and the ubiquitous general stores of India. Everything was just a little shabby like the road; damp and plundered daily by the weather.

The main, and seemingly only street, was clogged with traffic and we slowed to a crawl. I watched bearers carrying huge loads alongside us; straps hoisted up around their foreheads to take the strain on the heads. I watched a young man being shaved in a faded pale-blue barbershop; his face padded softly with a large sponge. A young Gorkha man did his hair in the window, checking and re-checking his fringe. The moustached hot-food seller behind a glass case full of samosas eyed the jeeps suspiciously, wondering why we stared yet did not stop to eat. It was clear that we had entered a different ethnic zone. This was the beginning of Gorkha-land, something broadly proclaimed in neat, functional graffiti on various walls.

We soon edged past the toy train’s shed; the only place where the town appeared to spread out across the small, flat ridge along the slope. As we left the town, the shops and houses rapidly thinned until there were no permanent dwellings on the roadside. In their place sprang up a line of small wooden stalls; mostly covered in fruit and vegetables; lit only by oil lamps and candles. It had an ancient quality about it; such oil lamps and tapers have been lighting market stalls for thousands of years. The heavily shadowed faces that peered in chiaroscuro were mostly local Gorkha people, yet occasionally the darker-toned, heavier features of the Bengalis were apparent.

With Kurseong behind us, the road became once more a potholed, narrow curve around the mountain. I went into an even quieter mood, skipping the more upbeat tunes on my iPod and settling instead for more meditative music. Beethoven, Mendelssohn, Bach, Chinese traditional musicians, Pink Floyd. I felt a great welling of emotion within me as I stared through the scratched glass of the back window, watching the swinging headlights from those following. I was missing a girl I had farewelled in Rishikesh; I was missing the lost possibilities of a girl; I was missing something so utterly different to where I now was, that I felt only the loss but not the desire for what was lost. For in truth, nothing had prepared me for the beauty of this ride. That it could be so uncomfortable, so cramped, so cold, so dark and so much longer than expected, and yet, so compellingly beautiful, was a fortunate paradox.

When my iPod randomly offered up “This is Hardcore” by Pulp, this new, sad mood reached its zenith. The brooding, almost menacing creep of the keyboard – melancholy tinged with anxiety – the sexy noir of the lyrics, the sadness of a loss from which there is no return – all these elements were apparent. As the lengthy song reached its quiet break before concluding, I was overcome with emotion.

“This is the eye of the storm.

It’s what men in stained raincoats pay for.

But in here, it is pure, yeah.

Oh this is the end of the line.

I’ve seen the story line

played out so many times before…”

Indeed, I whispered to myself. “This is hardcore. There is no way back for you.”

And the jeep drove on through the thick fog; spotlighted in the sway of those jeeps that followed. The train tracks that had for so long, resolutely stuck to the side of the road, now seemed regularly to cross it, from one side to the other. Then, just as the tracks settled once again against the inner slope, we caught up with the train. Its steam engine chugged and puffed, and as we passed, the driver let out a great whistle; an ancient train in a more ancient land, singing like a lost soul in the heavy fog. Unexpected, and, in the dark, unseen by the others, I began quietly to shed tears.

Read Full Post »

Black Sea Bolters

A short story set in the Crimean War. I can’t really decide where or why to submit it, so decided to publish it here. I thought it might be worthwhile trying my hand at an historical piece. Apologies to Steve Kilbey and Marty Wilson-Piper of The Church. I initially used their names as temporary place-holders, but got so used to them, I couldn’t imagine any alternatives.

 

“Quietly,” said Piper.

Kilbey took his hands off the boat and looked straight at Piper.

“I am bloody well bein’ quiet,” he hissed. “Keep your own noise down.”

“Push slowly,” said Piper, “so it don’t rasp on the gravel so much.”

Kilbey put his hands back to the boat. If there was one thing he knew, it was how to be quiet. It was, after all, he who had gotten them out of camp. Still, Kilbey didn’t mind. Piper was just a nervous lad who got wound up about everything. He’d been blubbering all week. He was afraid, but who wasn’t, and Kilbey liked him all the same. He was a good lad – a couple of years younger – and he seemed to think the world of Kilbey.

“There we go,” breathed Kilbey, as the stern of the rowboat took float.

The two young men were at the base of the cliffs just a few hundred yards outside the British camp at Balaclava, on the eastern side of the harbour. For the last half hour they’d picked their way through their own lines, surprised by the ease of it all. Keeping low on the slopes that rose steeply from the narrow inlet, they had worked their way down to the sea.

“You ever rowed a boat before?” asked Kilbey.

“It can’t be too hard,” said Piper.

“Lucky for you it isn’t.”

Kilbey held the boat by the prow and motioned to Piper to get in. Piper climbed aboard then Kilbey ran it out the rest of the way and hopped over.

“You keep your head down and I’ll get us out.”

Piper did as he was told and ducked down into the stern where they’d placed the rifles. Kilbey took up the oars and turned the boat so it faced west. With measured strokes he rowed away from the cliffs. About a hundred yards out he turned to follow the coast.

“Do you really reckon we can get a proper boat up Sevastopol way?” asked Piper, sitting up when the shore was no longer so near.

“Like I told you, there’s plenty of ‘em. Skiffs, yachts, fishers, the lot. Some of ‘em come just to watch poor bastards like you and me dying. Plus, there’s plenty others mooring up full of wares. If we keep our heads screwed on right, we can nick ourselves a nice little number and make off for warmer seas.”

“South, you reckon?”

“Yep. South.”

“But where?”

“I dunno. South is where ducks go, innit? South is where it’s warmer. It don’t matter where exactly, we just keep going, down into the south.”

“But what’ll we do when we get there?”

“Try to stay alive, that’s what.”

“But where?”

Kilbey took a deep breath. They’d already been over this several times. He was like a child sometimes, Piper: why this, why that, what now? Still, Kilbey was so pleased to have made it this far that he was willing to humour him. As his shoulders spread wide with the strokes of the oars, he felt warmer and looser than he had for weeks.

“Well,” he said, “like I told you, I hear old Greece is down there somewhere. Greece and all them islands. Once we got ourselves a proper boat, we head south and find a nice spot.”

“Then what?”

“We live off the land and sea, I suppose. See if anyone needs a spare pair of hands. I know all about fishing, and it ain’t that hard to pick fruit. Two years from now you’ll be speaking the lingo, drinking wine and lying in the sun with your blooming missus like all them other lazy bastards.”

Kilbey forced out a laugh. Piper said nothing, but turned his eyes into the wake of the boat. He wanted more than anything to believe Kilbey’s optimism wasn’t misplaced. He needed to believe it, if only for the sake of believing something, yet recent events had shaken all belief from his system.

“We can go anywhere we like,” said Kilbey. “Now get up here and lend us a hand.”

Piper moved up beside Kilbey and took the oar from him. It took him a few strokes to get the hang of it, but soon he was matching Kilbey for pace and strength. He was, for the most part, a well-built young man. Despite having gone half-hungry for the last two weeks, his constitution remained strong.

Kilbey fell silent for a while and Piper watched him from the corner of his eye. There was a restrained urgency beneath Kilbey’s stroking. He looked to Piper like he was holding something big inside; something he was trying to leave behind. “It’s like a rope of terror coiled up in his breast,” thought Piper; “a rope tethered at Balaclava and slowly paying out. He’s just as scared as I am, but he’s gaining strength from his fear. He doesn’t show he’s afraid, but he acts on it, acts with it. He’s more decisive; he’s made a choice and he’ll stick to it, believe in it, no matter what.”

It occurred to Piper that only something truly awful could make a man so decisive. “Perhaps I’m right to be this scared,” he mused. “Things really must be that bad after all. I’ve got to turn the fear into strength; eat it all up like food.”

A sweat now broke on Piper’s brow. He felt his armpits flooding. Already his spirits were lifted by the rowing. His thinking was clearer, more rational, without the clouds of panic.

“If you’d seen what I’ve seen,” said Kilbey, after a long silence, “you wouldn’t give a tinker’s cuss for where we’re going. Just so long as it’s away from this place.”

Piper nodded as he pulled back on the oar.

“I guess,” he replied. “I reckon I’ve already seen enough myself.”

The past month had been a long and traumatic one for both young men. Just over two weeks ago, on the fifth of November, Kilbey had fought at the Battle of Inkerman. He didn’t like to talk about it and he liked to think about it even less, yet he couldn’t stop thinking about it most of the time and sometimes that got him talking. It was when things slowed down that his mind went back there, when he didn’t have much to do. At night, when he should have been sleeping, pictures flashed up that would tense his hands; memories that made his eyes twitch.

Inkerman was a bloody nightmare. The officers had been expecting a Russian attack for days, but no one thought it would come on a Sunday morning. Shortly before dawn all the bells of Sevastopol rang out. It was the most beautiful cacophony Kilbey had ever heard. He thought it must be a festival day; the feast for some Orthodox saint. He was up in the trenches, in the front lines, lying half asleep and half frozen in his dug out. As his mind echoed with the metal harmonies, his heart was carried off to the luxury of cities. The mud and mess and frost resolved itself into a peacetime urban morning. The stones of a street, the tilt of a hill and a wide vista of chimneys stacked before the sea. He heard amidst it all the ring of a shop bell; thought of glass and wrapping, of horses, carts, straw and stale ale; the footfalls of churchgoers. He could have lain listening like that for hours on end, seeing a different coloured gleam in every chime. Those were the last fine thoughts he remembered having. Shortly afterwards the day erupted with hot and bloody action.

Kilbey had nothing to be ashamed of. He’d fought like a demon, bracing and stabbing and fending with his bayonet. They were calling it a soldier’s battle; a battle decided by the bravery and steadfastness of men. In the gloomy fog and swirling showers they had fought their own fights, unaware of how things stood about them. Kilbey only knew that they were outnumbered, beset all day by poor brave devils with ancient muskets. They came on in the old-fashioned way and he and his comrades threw them back in the old-fashioned way. It was a day of seemingly endless duels; the slashing witchery of melee with all its freakish luck. Kilbey had seen how hard it was for the wounded. He’d seen men lying in the squalor of the battlefield – messes of men; muddied, bloodied and mostly come a cropper.

When it was over, in the late afternoon, victory found him so exhausted as to be nigh incapable of reflection. The need to stay alive had insulated him against the worst of it. He closed up and shut down and felt a great sleep settling on his shoulders; a sleep of forgetting, of disbelief, of abnegation. He hoped things might stay forgotten in the future just as easily as they were forgotten that very day. Yet later, when he was rested and had the energy, his mind called back all the terror. When he did speak of it, it was difficult to miss the quaver that entered Kilbey’s voice. Piper had certainly noticed it; the little quake in his throat, the way his eyes looked away then came back, creased with the intensity one sees before tears. Yet, he never cried.

“I saw what happens to people,” said Kilbey, in a whisper. “I saw how it’s going to end for us all.”

Even before being shipped across to Balaclava, Piper had been hearing such stories. They had not done him any good; denting his morale and feeding his fears. He was only twenty and had never been brave as such; more naïvely willing. Like so many others he took the King’s shilling because he was down on his luck, but also because he believed there might truly be something noble in it. He did not think that anything could be as degrading as poverty, yet from the start the army had proved to be an ugly experience. He was not callous enough to condone the bullying and could not stomach the bluff indifference of so many to open cruelty. It was a harsh environment and his sentimentality did him no favours. Yet, despite his many misgivings, it would never have occurred to him to desert. If not for the hurricane, that is, for it was the hurricane that broke him.

Like everyone else who lived through it, Piper would never forget the awful air of apocalypse that cursed that entire day. It had begun eerily enough: the moon was still up when the sun rose flanked by bright red clouds. Woken by a draft of chilly air, Piper left his tent to urinate. He stood by the ditch in the steam of his piss, watching as the sky thickened into black thunderheads. It had rained the night before, rained for nearly a week. Everything was damp and miserable in the camp, with little solace to be had from shortened rations. Piper took one last look at the fading red cloud bank, drinking up the rare, warm colours, then crept back to his tent.

A quarter of an hour later the rain began its drumming. All around the camp men were woken by the roaring of the canvas. The rain gathered quickly into rivulets and soon the ground was laden with water, spitting with heavy drops. As the fall grew heavier, so the wind grew more fierce; flapping and whipping and howling so loudly that voices were lost in the din. Then, as though some magician had pulled the lever on a great weather machine, the hurricane struck in full.

Tents were torn from the ground and blown away like tissue. Tins and bottles flew through the air like leaves. Rocks were picked up and hurled like sling stones, cutting and bruising the men. Heavy barrels and boxes skipped across the ground. Horses broke their tethers to run panicked through the camp; wagons rolled free and crushed men in their wake. Many of the men were caught undressed and lost not only their shelter but their clothes. Barely able to stay on their feet, bent double in their underwear, they chased their possessions on the plateau.

In the harbour the devastation was even more pronounced. Pots and pans, crates of medical supplies, sacks of flour, boxes of ammunition were smashed and strewn about; driven into piles at the base of walls, stacked in heaps behind wind-blown ridges of mud. The sea was a mess of splintered wood and rope, full of dead and drowning men and beasts. Several ships went down in the heaving waters – the Resolute, the Wanderer, the Mary Anne, the Marquis, the Rip van Winkle among them; splintered on the rocks and reefs. Many rescues were attempted, many rescues failed, many of the rescuers themselves were lost to the sea.

Though he lost his tent, Piper was at least fortunate in having dressed. His uniform, sodden and filthy as it was, protected him from the lacerating wind. He staggered through that day in terror, silenced by the screaming gusts. In the chaos it was every man for himself. They took shelter where they could; backs against the walls of the few buildings in the harbour, crouched in ditches, curled up behind rocks. For some there was simply nowhere to hide; they wrapped themselves in their blankets and lay in the driving rain and wind. The hospital tents collapsed to leave the sick and dying exposed. Officers, weak with dysentery, lay in pools of frozen water. Ghastly, ghoulish figures, clawing their way through the mud.

It was not until the middle of the afternoon that the winds slackened. The troops tried to put things in order, without knowing where to begin. Most looked first to the recovery of their tents. Like many other men, Piper, who spent most of the storm huddled in a freezing, shallow trench, went all day without food. In the early evening the coffee ration was distributed; a handful each of raw, green beans, with no means to roast or grind it. Some threw the beans away in disgust while others chewed them in resignation. Piper put his in his sodden pocket then went back to picking through the mud. Shortly after five o’clock the heavy rain turned to snow.

In the days that followed his despair quickly deepened. Piper was not alone in fearing that the Russians would come and throw them back into the sea. They did their best to put things to rights, but the camp remained a scene of complaint and exhaustion; full of injured, broken men. The dead were carted off to shallow graves; their bodies heaped in wait.

It was in this bleak aftermath that Piper found himself bedding down with Kilbey. They found camaraderie in their despondency. For Kilbey, with the acrid glory, the intense savagery of Inkerman still ringing in his blood, the foetid filth of Balaclava seemed far, far worse. The apparent pitilessness, the hunger, the cold and the sickness, hung in his chest like a carcass. It was then that he made his mind up to escape. When he confessed to Piper his plans to desert, he found a willing accomplice. So sure was Piper that he would die if he stayed in Balaclava – if not in battle, then of sickness, cold or malnutrition – and so incapable had he become of seeing any future for himself in the bleakness, that the very suggestion of an alternative opened a door in his mind. It did not matter what sort of future Kilbey was offering; the mere fact that there might be one at all was enough for Piper to count himself in.

They rowed steadily, with unhurried rhythm. Both men steamed in the mild, still air. Kilbey estimated that it might take them a good three hours to reach the Bay of Sevastopol. After an hour and a quarter, however, he realised he had no way of judging the distance. Their hands began to grow raw upon the oars.

“It’s a bloody long way,” said Piper, as they stopped to sip from their canteens.

“Not much choice now,” said Kilbey. “It can’t be too much longer. Maybe another hour.”

“Isn’t there some other way?”

“Well, if you got strength to row for god knows how many weeks and you’ve got food and money and all else, then let me know and off we go with what we got. Otherwise, I’m telling you, it’s up that way we’ll get a decent boat. There’s boats like big old larders up there.”

Kilbey nudged him with his elbow. “Some of ‘em even have their women on board.”

Piper whistled. It was a long time since he’d been with a woman, and even then it was just three times over a couple of scented days. In his lowest moments the only woman he’d been able to think of was his mother. He did not believe Kilbey about the women. He wasn’t sure he believed Kilbey about anything much any more.

“What makes you think it’ll be so easy getting a boat?”

“I didn’t say it was going to be easy. I just said it’s our best hope of getting away.”

Piper frowned.

“All I know,” said Kilbey, “is I saw loads of ‘em anchored out there from where we were dug in. Boats of all different shapes and sizes.”

Piper shook his head, his sore hands resting on the oar. He wondered what he was doing. Now that he was away from the camp, out here on the water, warmed up and sweaty with work, he felt strength in his mind and body. The quiet, flat sea and the queer broad light of the moon filled him with a calm sense of freedom. For the first time in weeks he was in control of his destiny. His head was clear at last. The more he thought about Kilbey’s plan, the more it struck him as an utterly mad idea. What could they possibly hope to do even if they did get hold of a boat? Sail to Greece? He wondered how on earth he had ever agreed to this madness. Would he ever see England again?

“Come on,” said Kilbey. “Let’s get going.”

Piper took up the oar and began to row. At least it was better to take action than to do nothing. He should have realised that once they escaped there would be a new set of obstacles. Still, he couldn’t exactly go back now. Or could he? He thought about this a moment, but soon ruled it out on account of Kilbey. Kilbey would never go back; he was as mad as his bloody plan. Piper had just better keep going forward and hoping.

They continued around the coast. In places the cliffs slumped into beaches, yet mostly they stood straight and square. Kilbey, who had thought it a simple matter of rowing a few miles up the coast, was beginning to have doubts himself. He knew he was going the right way, but was surprised by how long it was taking. He had figured on the distance between Balaclava and Sevastopol as being around six miles, whereas in fact it was closer to eleven. He also hadn’t reckoned on the triangular shape of the promontory, which practically doubled the distance by sea. Little did he know that they were less than a tenth of the way there. Kilbey, who had never seen a map of the area, was working from inaccurate observations.

Then he spotted something.

“There,” he whispered. “Look at that.”

Piper turned to look forward over his shoulder. Ahead of them, perhaps only a couple of hundred yards off, anchored in a small rocky bay, was a boat.

“Look at that,” said Kilbey, emitting a whistle. “That’ll do nicely, I reckon.”

“Bloomin’ hell,” said Piper. “There’s a bloody boat alright.”

The boat was Turkish; a two-masted Gulet, around forty-odd feet in length. At the sight of it Piper’s blood raced. He never expected they’d find a single, isolated boat like this. The way Kilbey had described things, he’d imagined sliding quietly in amongst a whole flotilla of boats. It was the other boats that had worried him; that they’d all be looking out for each other. If anything went wrong, the alarm would go round and they’d be sitting ducks, out on the sea, to be caught and shot or worse. This boat was a real chance. It was waiting there like a prize.

Kilbey felt fate congealing around him. Two years before, after the tragic drowning of his father, he had walked away from the coastal village where he was born. There his fate as a fisherman would have been sealed, yet a dispute with his uncle had brought forth his latent stubbornness. It was a long process of protest and denial, combined with his hatred of navy types that led him to the army. It was not something he had ever imagined himself doing, but as with so many others, finding himself short of coin he had taken the shilling. Once he was in, his skill and vitality served him well. His ready wit and jocularity made his an easier ride than that of many others, yet his heart would forever remain on the glittering sea. Despite Piper’s protestations, Kilbey had never doubted himself enough to feel vindicated on finding a boat such as this. It seemed to him instead to be the resumption of a lost destiny.

Both men lay low in the rowboat, peering over the side. They edged slowly closer; the water was flat and still.

“So,” said Piper, “how do we do it?”

“Firstly,” said Kilbey, “I’m going up front.”

He reached down into the stern and picked up his rifle, then edged up against the prow.

“Right,” he said. “You row us in, nice and quiet. Easy strokes, mind. Don’t drop the oars in the water. We don’t want no splashing. When we get close, you hold the boat off the hull and I’ll try go up the side. As soon as I’m up, take your rifle and get ready to shoot any bastard who shows his face. Any bastard who isn’t me.”

Piper swallowed. He didn’t like the idea of shooting anyone.

“How am I supposed to aim right with this thing bobbing up and down?”

“Just do your bloomin’ best.”

“I hope it’s as easy as you say.”

“It’ll be as easy as you like. It’s all about surprise.”

Kilbey lay down in the front of the boat, while Piper sat hunched at the oars. He took a last look at where he was heading. He could see only the outlines and none of the detail. The danger was always in the detail. A cliff is one thing, but a cliff with a man hidden on it was something else. Same with a boat. How was he supposed to know there wasn’t a man on deck? He felt exposed sitting there on the thwart, his back to the land. He was afraid of being shot.

They soon pulled in close. The boat had taken a battering in the storm; the rigging was a mess and the gunwale bruised and splintered. How and where it had weathered the recent hurricane was anyone’s guess. Still, it was afloat and the masts looked intact. Kilbey found it just to his liking and he spat on his palms. His blood was up. He felt the energy in his hands; the nervy quickness that had come when he was fighting. At Inkerman his hands had been strong all day, holding tight his rifle; locked to it like clamps. Now, warm and red with rowing, fuelled by fear and excitement, they felt once again like tools.

Piper slid the oars in, then he and Kilbey leaned out to stop the boat thudding against the hull. Piper held the boat away from the side while Kilbey reached up for the gunwale. It was a low gunwale and he reached it easily. Once his right hand had a grip, he steadied himself then flung up his left arm as the rowboat slid out from under him. He pushed off with his feet and got his elbows up on the deck, his body bouncing lightly against the hull. With both arms up, he rested on his elbows a moment, gathering his strength. Then, working himself into a swing, he threw his leg up and over. He balanced a moment on the edge, adjusted his holds, then pulled himself up onto the deck.

Once Kilbey was up, he leaned back over the side and Piper passed up his rifle. Piper sat down again and pushed the boat away a little, taking hold of his own Minié rifle. He sat back down on the thwart and propped it against his shoulder, ready to fire if need be. He knew he wasn’t much good with it, but, despite what they were doing, it had never occurred to him that he might actually use it. He watched intently as Kilbey crouched on the deck.

Holding his rifle, Kilbey crept towards the cabin entrance. Until this point he hadn’t felt any fear of what was to come. Buoyed by his own positive assertions to Piper and the surprise of actually finding a boat out here, his confidence had held. Yet now, standing before the door and knowing how close and quick things would be inside, he was afraid to go ahead. He crouched and examined the door in detail; the grain of the wood, the hinges, the jamb. He told himself that he was searching for how best to deal with the lock, if it was indeed locked, but really he was staring at the wood. He hovered a moment longer, waiting and expecting his body to move, yet it did not move, and he continued to hover. Now he began to wonder if he had made too much noise coming over the side; if the rocking of the boat had alerted anyone who might be on board. He was sure there must be someone on board.

He tried the small knob on the door. It turned easily, quietly, but the door would not open. He pushed gently against it, but it did not budge. It must be bolted on the other side. He grew nervous now, knowing that he would have to do it all in a rush; get the door open and plunge straight in before they could pull themselves together. He could only take one shot, so he’d have to make sure he got it right and do the rest with his bayonet. He thought of getting Piper up on deck, but in truth he didn’t think much of Piper’s ability. He was a good lad, but he was lily-livered and he wasn’t sure he could trust him in a fight.

Kilbey’s bayonet was fixed. He took a deep, sharp breath, braced himself and turned his rifle around. He held the butt just above the door handle where he suspected the bolt might be, then rammed it against the wood. The door flew open with a loud crash and Kilbey charged down the stairs, eyes scanning the darkness ahead. He couldn’t hear a thing beyond his own breathing and clatter, but he thought he could make out two bunks to his left and right. His rifle was ready, his bayonet sharp and deadly, and with his arms primed for a thrust, he charged at the bunk and plunged his bayonet into the dimness. In the second in which his bayonet made contact there was a loud bang and a flash behind him and Kilbey was sent sprawling on the floor.

“Jesus,” was all he managed to say. The flesh of his breast was open and hot; he felt as though a burning lance was thrust right through him. A moment later something heavy and wooden began to clobber into him. A blow struck him across the back of the head and he blacked out. With the next blow, Kilbey was dead.

When Piper heard the shot, he jumped so much he nearly fell over backwards. In a flurry he stood up, half lost his balance, sat down then tried to stand again. He was shaking so badly he could not steady himself and, sitting down once more, he picked up the oars and began to stroke hard, away from the boat. Kilbey, Kilbey, Kilbey, he thought, then, rowing a few strokes more, he let go the oars. He stared at the boat ahead, feeling vulnerable in the filtered moonlight. Where was Kilbey? Was there a fight going on? Why hadn’t he emerged yet?

Piper remained seated, slowly drifting, peering through the hazy light. In the cold air, he flushed with prickly heat, knowing he must act immediately, but uncertain of what to do. Every second that he failed to make a decision his anxiety and his helplessness grew. Kilbey still had not emerged. Something was terribly wrong; awfully wrong. It could only be the very worst, thought Piper, surely only the worst.

Christ, how he couldn’t stand not knowing!

Piper waited on. He figured almost a minute must have passed since the gunshot. He sat, fretting on the thwart, clutching his rifle. The boat had continued drifting and now lay some thirty feet from the Gulet. He could hear nothing at all. Why had Kilbey not yet come back on deck?

“Kilbey!” he cried. “Kilbey!” His voice took him by surprise in the stillness. That muffled gunshot was still echoing in his mind, yet save from the odd plash against the side he could hear nothing else.

“Kilbey!” he called.

He put his rifle between his legs and picked up the oars, determined that he must row across and find out for himself. It was then that he saw a man, running up onto the deck, a quick rush of silhouette; the outline of a man with a rifle.

“Kilbey!” shouted Piper. He tried to stand up, yet again his legs were shaking so badly he could not get to his feet. He fell back heavily onto his bottom, just as the silhouette on the deck reached the gunwale and took aim with Kilbey’s rifle.

“Kilbey,” he called one more time. But now he knew the silhouette’s shape was wrong.

Before he could duck the gun went off. Piper saw the flash and flew backwards into the belly of the boat. The lightning touch of the bullet struck a spark behind his eyes, and it was this light that shone through the arc of his fall. When his head struck the stern sheets it sparked again like a bolt of hot glass, then he felt a stifling blankness and a strange smell of static, as when once he was punched in the nose; the stench of biff. For a while afterwards there was nothing. The boat drifted slowly away and the cloud overhead, which was already thinning, grew thinner.

When Piper opened his eyes again he was lying in the dip of the tub, his legs hanging over the thwart. He flinched and blinked, for the hazy moonlight was very bright. His head was throbbing all over. He reached up and rubbed at it. There was a lump just above the base of his skull that hurt dreadfully. Touching it, he recalled the flash; the twin sparks of glass and heat, but not quite anything else. He felt his forehead. There was a stinging welt that ran a short distance from his hairline. He rubbed at this and it hurt, god it hurt.

Piper turned on his side, reached over and dipped his hand in the water, then brought it up and washed his face. He reached again, this time throwing the water across his eyes, massaging the damp hand into his forehead, then into the back of his head. He lay a moment with his eyes closed, breathing steadily and trying to stay relaxed. When he shook his head he felt the thickness of his lump, but otherwise, he felt strangely rested.

Piper let his eyes search the sky. It looked to him as it had before. The moon seemed hardly to have moved. That was one thing he remembered, the moon and the stars. He lifted himself slowly on his elbows and peered down the length of the boat. He could see nothing beyond his feet. He sat up again, looking to the left and right, but before he could see a thing, it all came back to him. He ducked down in fright.

Kilbey! he thought. Blooming Kilbey.

Slowly Piper began to lift his head by inches, peering left and right. He could see nothing at all, just open sea and the cloudy sky. He lifted his head higher still, but in a bolt of paranoia pulled it straight back, afraid of something behind him. He cursed and pulled his legs down off the seat, curling up in the base of the boat. Then, lifting himself into a half-crouch, he looked out over the stern.

At last he spotted the cliffs and the shoreline; directly behind where he had lain. He held the side of the boat with both hands and studied the scene carefully. There was no sign of the Gulet, nor the small bay where it was anchored. The boat must have drifted away as he lay unconscious.

Piper breathed a sigh of relief. Thank Christ he was still alive. He pushed himself back up onto the thwart and rubbed his head and shoulders. He was surprised to find himself so intact. The pain in his head was dull and constant, but it was not more than he could bear. His shoulders and back felt very stiff.

Kilbey, thought Piper, poor bloody Kilbey. He was sure he must be dead.

Piper sat with his lips pursed, blinking. He wondered why he wasn’t crying. In the tent with Kilbey, at the height of his terror, he’d kept the worst of his despair to himself, yet now that there was no one to see him and make him feel ashamed, and now that he had more reason than ever to feel desperate, he felt no inclination to cry. Perhaps it was the bang on the head, or perhaps it was the pointlessness of despair in these circumstances, but when he failed to cry, he knew that the fear had been shaken from him. He was beyond being scared.

Piper washed his face again, then took up the oars and began to row. He steered the boat towards the cliffs. There was little wind and the sea was still. He felt no impediment and he made smooth progress. He rowed on across the easy still water, clear in his decision. There was, after all, only one place to which he could now go.

Two hours later, exhausted, his hands wrapped in his socks to keep them proof against blisters, Piper ran the boat up against the rocks just outside Balaclava. Following the route that Kilbey had picked so carefully, he snuck his way back around the harbour, up onto the plateau and into the camp.

The sky was beginning to lighten in the east as Piper pulled back the flap of Kilbey’s dishevelled tent. He no longer felt afraid of anything. Whatever the Russians or the very earth itself might throw at him, all he needed was a rest now. He had his own plan for staying alive. The lump on his head would explain his lack of complicity in Kilbey’s desertion. He pulled together the two filthy blankets and lay down to rest at last. He soon fell into a deep sleep.

With help from: Christopher Hibbert, The Destruction of Lord Raglan; a tragedy of the Crimean War, 1854-55, Longmans, 1961.

Read Full Post »

Dirk thanked the man for the soup. He picked up the spoon, stirred the soup, then took a sip. It was hot, it was sour. It tasted like a real hot and sour soup.

Loud voices came from across to Dirk’s right. There was a table of five young locals, slightly obscured in a back corner of the restaurant. All Dirk could see was the backs of two men. They sounded drunk, but seemed to be having a good time. Fair enough, he thought. The people around here worked very hard. He was glad they got a chance to unwind.

Dirk stirred the soup and let go the spoon. It was very hot, so he turned his attention to his chai. He’d been spoiled for chai in Darjeeling, and this one was OK, but nothing special. There was too much milk and it tasted disappointingly bland. The chai in Darjeeling, along with the street food, had been the best he’d found in India. He picked up the soup spoon again. The dumplings hadn’t arrived yet. All in good time.

Outside the rapid sunset was in its final phase. The touristy streets of McLeod Ganj were already a good deal colder. The day had been quite remarkable; a blazing morning then an afternoon sun-shower, followed by a double rainbow from the valley to the snowcaps. Once the rainbows had gone, Dirk had stayed to watch the play of light and dark clouds, stretched across the rocky peaks. The altitude of the view, the contrast of the green grassed hills before the grey, snow-dusted strata of the peaks had erased his inner disquiet. Before such natural drama he could not but feel reassuringly small. He had come here to work on his patience; to get back his concentration. Not one for meditation or yoga, he was teaching himself to sit and watch.

Dirk sat and watched the drunk Tibetans. In India, people always stared at him and often approached him, but he was inclined to watch much more cautiously; sidelong glances, subtle flicks. Apart from wanting to avoid attracting attention, he was wary of offending anyone.

Two more customers entered the restaurant; a pair of Tibetan monks. They wore the deep maroon robes so prevalent in this home away from home for the Dalai Lama. Dirk felt reassured about his choice of restaurant. The new arrivals stayed in the front entrance area, near the counter, with two small wooden tables. The wooden chairs honked on the tiles as they sat down. Dirk watched them surreptitiously. He was fascinated by the local people; Tibetans, Nepalese and Ghorkas, Indians of the Himachal region, darker skinned migrants from the great Gangetic plain, all here, in the cool, clean mountains. How vast and diverse India was!

The voices of the drunken group grew louder. One of the men was clearly angry about something and banged his fist on the table, rattling the plates. They were more drunk than Dirk had originally suspected. Something was up with someone, and their mood had an urgent air.

Dirk turned away, took a sip of his soup and heard a great shout, accompanied by a crash. One of the young men was on his feet, swinging wildly, and suddenly all the others were engaged. The angry man’s chair flew back on the floor as he lunged across the table at his companions. A glass hit the deck and smashed across the tiles. The table jostled as the men all surged to defend themselves.

The angry young man – the most handsome of the bunch – tall, black-haired and with fine features now distorted by rage, threw a wild punch across the table that was dodged by his would-be victim. Another man grabbed the lunging arm and held it firm, helped a moment later by the target. The angry man was shouting loudly now; a drunken voice full of wild, impassioned rage. He was livid and convulsed with violence. The two other men got hold of his other arm, and, resisting, he thrashed about in their midst, held awkwardly across the table.

The salt cellar now hit the floor and smashed, and a moment later, another glass. The restaurant owners rushed around the corner, having been slow to react at the first crash. They saw as clearly as Dirk did how dangerous the situation was, and did not venture in, but stood watching. Dirk stood up in his chair and moved closer to the wall. He pulled the chair across in front of him and placed his back against the cold plaster. He picked up his soup and continued to sip it, watching the struggle unfold.

All the men were shouting, insisting that the man stop fighting. For a moment it seemed he might do so, and slackened slightly in their grip. Then, after a few seconds’ pause, he erupted again, thrashing his body to break free. It was a clumsy situation, with two men on one side of the table holding his right arm, and two men opposite holding his left. The angry man bent his body forward and rammed his head into the table in protest. Sweeping it from side to side, he managed not only to cut himself, but to send the remaining condiments to the floor.

Slicked now as it was with soy sauce, his feet slid on the tiles and he went down kicking, held up by the other four men. The restaurant owners were saying nothing. They must have seen how little could be done. It was simply a matter of getting the man outside without further harm to the restaurant. Yet, he was strong as an ox, and even with four men holding him, the slippery floor, the table and chairs all about made him difficult to control. They tried now to drag him towards the door, moving thus in Dirk’s direction. Dirk put his soup down and placed his hands firmly on the chair in front of him. If trouble should come his way, he wanted to be ready to defend himself. He tried to keep his face as impassive as possible; looking neither shocked nor curious. The last thing he wanted was to provoke this fellow in anyway.

Again the man tried to thrash his way out of the grasp of the four men. His eyes were red with anger and alcohol, his mouth contorted and chin hung with spittle, blood lined the crease of his frowns. He went down again, sliding to his knees, and this time took one of his minders with him. Another chair went down, and the table next to where they had been seated took a hit, sending another glass soy-sauce container to the floor. It too smashed, adding to the shards and the slipperiness. The man who had fallen cut himself on the glass and shouted angrily. He picked himself up and looked at his hand, then slammed his shoulder into the source of his woes.

The wild-man took the hit in the ribs and seemed to lose his wind momentarily. The other men holding him were talking all the while; angry and soothing, panicked and surprised. Clearly nothing they said was working, for his anger did not diminish.

They now had a good hold of him again, and were keeping him on his feet. They shifted him forward, legs kicking out at the tables. Soon they were onto dry floor, away from the tangle of chairs and tables. The angry man looked ahead at Dirk, whom he was now approaching. He stared straight into his eyes, his rage seemingly magnified, and shouted:

“Foreign devil!”

Dirk stood flat and square against the wall and let no emotion cross his face. He did not want eye-contact with the man, but he needed to know exactly what he was doing and was compelled to watch him closely. Finally his captors got him past Dirk’s table and into the entrance area. The Tibetan monks had vanished; having slipped out whilst Dirk’s eyes were elsewhere. The owners of the restaurant, three local men, stood calmly shaking their heads. They seemed more disappointed than anything else; clearly they were wise to human nature.

The group of drunken men now spilled out onto the street. The shouts continued for a moment longer, accompanied by scuffles, then vanished into the quickly cooling night. Perhaps the air would work to heal their tempers. Dirk wondered about the offence and scale of regret.

He looked at the owners and shrugged. He felt sorry for them and had a strange desire to apologise, but merely smiled in sympathy, shaking his head. The demon drink, he thought. The demon drink. He had witnessed such rages before, and had some years ago given up on alcohol as the source of too many woes. Having worked for several years as a barman, he had seen too much folly and bravado to have any time for alcoholics.

The owners moved in to begin the clean up. They worked slowly, almost timidly, still shaken by the incident. No one returned to offer recompense, nor assist with the mess. Dirk stepped forward to offer his help, but one of the men waved him back to his chair.

“Your soup is cold,” was all he said. “This is our problem.”

Dirk hovered a moment, then bent to pick up a chair and straighten a table. The man smiled at him and shook his head, before another man appeared with his dumplings.

“Eat,” said the man. “Eat.”

Cold air blew in from the doorway as the Tibetan monks returned. Dirk felt the wind go right through him, to the sadness he had been trying to fill with majesty. In the night, with the view now invisible, he must instead fill the hole with food.

He sat down and began once more to eat.

Read Full Post »

“You are hardcore, you make me hard. You name the drama and I’ll play the part.” – Pulp, This is Hardcore

 

So it was that the bug got me. I fell into my computer screen like a man tumbling into his own soul. When I sat down with a steaming bowl of coffee, slipped on the wireless headset and logged in, I was gone for all money. There was no television show, social occasion, book, magazine, song, meal or girl that was capable of luring me away from the widescreen world of Xen’drik. Apart from standing up every half hour to rearrange the pillows and stretch, there was little incentive to leave my ergonomic chair.

This business of stretching became an important part of staying in top gaming shape. If I wanted to be on the ball, if I wanted to be at my sharpest, I needed to be comfortable and alert, with good mouse and keyboard position and a comfortable, supportive posture. Sitting in a chair for a very long time can have some debilitating effects on one’s body, and I began to develop a syndrome which I called “Chair-leg.” It was the continuous pressure on the back of my thighs which caused them to stiffen and take against me and I was forced to institute a regime of exercises, rather like those advised on long flights. Often I would lean against the window sill and work the hamstrings and thighs, all the while conversing with other players or watching the social panel for an appropriate group to appear.

Yet, even with these exercises, the cumulative effect of staying up all night and pushing myself to new heights of effort, whilst remaining professional throughout, caused my body a great deal of distress. When I went running, in the real world, my legs would take twice as long to loosen, my chest heaved with fatigue and my joints seemed without suspension. I would struggle through the first fifteen minutes before my muscles finally reached a more fluid state, after which I felt as though I had cleaned the slate to some degree. My body still worked, it was just a good deal slower to start.

The good news was that, in game, I was becoming better by the minute. Hallifax Bender might not have been the best character build, but I knew his capabilities so well from so much solo play, that it was often Hallifax left picking up the soul-stones and bringing the party back to life from a near wipe.

Hallifax was Mr Versatile; he was the classic jack of all trades and master of none and his inventory was full of fixes for difficult situations; potions, wands, scrolls, elixirs. Hallifax could outsprint just about anything; he could hide, sneak, heal, and buff, or fight, charm, hold, disorient, blind, mesmerise and confuse his enemies. He was relatively durable and die-hard to boot, which meant, if knocked unconscious, rather than bleeding to death he would automatically stabilise and eventually come around with 1 remaining hit-point. How often Hallifax picked himself up off the floor of a battle and crept away to live another day, I cannot say, but he certainly came to be appreciated on many occasions, much to my pleasure.

When I sat down each night at my computer, it was usually with a great sense of expectation. In the first phase of my addiction to group play, I was happy to run any quests at all on account of their being largely new to me. After about a month, however, I began to lead my own groups, encouraged to some degree by having regular team-mates like Holz Amboss, Hallifax’s bard buddy. Being in charge of the group was a real buzz, especially as I’d like to think I was a good boss. I tried to be as democratic as possible and to show consideration to new players; just as I was happy to take advice from other players who knew the quests better than me, often, in effect, putting them in charge. The fact was that people out there needed my help and I needed theirs. Total strangers, though they did not know it, were depending on me, just as I was depending on them. Without each other, we couldn’t complete most of the game, so it was, in effect, necessary not only to put a party together, but to find good people and work with them as much as possible.

Before continuing the narrative of my fall into runaway addiction, I should like to digress a while to examine the pleasures and the mechanics of group play in Dungeons & Dragons Online (DDO). The game is not especially different to other MMOs in its basic structural elements, so the system will no doubt seem very familiar.

It is difficult, across many time zones and, with differing social and work obligations, to organise a solid, regular group to play with in an MMO. This means that most players wind up in PuGs (Pick-up Groups) which have come together through an LFM (Looking for men). This means, in effect, that one player puts up an advertisement on the game’s social panel designating the task at hand, be it a quest, series of quests, wilderness exploration, or a raid. The player specifies the level range for the characters, the types of classes they are looking for – tanks, healer, casters, ranged etc – the difficulty level and, ideally, some further information either to entice or discourage particular players.

These additional statements can often be rather abrupt, ranging from the negative “No noobs,” to the positive, “all welcome!” I perennially used the line “Team Players” and often included my own SNZ – “Strictly No Zergs.” Zergs, of course, being those who rush ahead, either spoiling everyone’s fun by killing everything first, or getting killed themselves and costing the rest of the group in experience points and the need for a rescue mission. Requests for players might also be very specific, such as: “Need Wizard with Ooze Puppet”, “Monk with high wisdom” or “Must have boots.” Some players prefer native speakers of a particular language, usually English or Chinese in my experience, whilst others prefer only to have players with microphones. Either way, a well-written advertisement can make a big difference in avoiding ambiguity and bringing in players quickly.

Any player who sees the advertisement can simply click on it to join the party, at which point a request will be sent to the group leader. It is then up to the party leader to decide whether or not they wish to have the person on board. The ideal party is one with a balance of classes, though the best balance may vary considerably with the nature of the quest. Most groups, however, require a healer and a couple of melee builds to take the heat, and many quests can be done without the added bonus of a rogue, caster or buffer.

Once a few players have joined, particularly if a healer has joined already, the ranks can fill very quickly. More experienced players will simply make directly for the location of the task, but some will require directions or even escort. A good group leader should always ask the new recruits a) if they can hear, read and understand his or her communications and b) whether or not they know where they need to go.

Often groups will undertake missions without a full party or will start before everyone is present. Depending on the difficulty of the mission, it might be possible even to solo it – if you know you can take the heat, head on in with a hireling. Yet most higher level quests on, for example, Elite difficulty level, will require a solid group with a dedicated healer, trap monkey, caster and some hardcore DPS.

Putting a good group together should be a simple enough task, but it often proves very difficult to get good help. All too often, despite several thousand people being logged in on the server, there are simply no healers available within the level range of the group. This shortage of healers was almost always the largest obstacle, though it could also be difficult to find a good wizard or sorcerer. Even rogues, who are usually plentiful, could be difficult to come by. This despite the fact that multi-class characters with a rogue “splash” – ie. one or more levels of rogue with trap skills maxed through cross-class skill allocation at levelling – could more often than not, if built correctly, handle all the traps anyway. Many quest runs can be significantly delayed whilst the group waits to fill, or waits for that important missing element. This is much less of a problem at low levels, where hirelings will suffice, but at high levels, the failure to attract a healer can lead to abandonment of the plan altogether.

One problem for me being in Australia was time-zoning. The quietest time on the servers, when marketplace instances could drop from 5 to 2 (a system for regulating overcrowding with large simultaneous server populations) were between 1800 and midnight. If I played between the hours of midnight and the middle of the afternoon, however, when America was awake, I had far less trouble. It was a commonplace to have people join the group who had just woken up. “Mornin’ y’all.”

Some players would begin playing very early. “It’s five thirty. Another cold morning here in Philly. Just got the wife off to work. Got a pot of steaming coffee and ready to roll.” Often the more friendly and talkative players would speak about where they were; the weather, the view, the temperature, the politics. It was always fascinating to hear amusing local anecdotes or to imagine the spaces these people inhabited. Players would also often have to vacate their seats in emergencies, such as when their dog did something crazy or a knock came at the door. This could be either amusing and team-building or highly annoying, depending on the nature and length of the interruption. Most of the time, fortunately, grouping was a positive experience; especially when players were professional, positive and relatively relaxed about things.

The above image shows Yardley “the Scissors” Bruce in a random group of not especially well-dressed adventurers, being buffed by the healer and bard. Buffs are, of course, positive spell effects, skill bonuses and the like, which can either effect individuals or the entire group. A well-buffed group, particularly where specific magic defences are required, can make for a far more polished run. Being faster and stronger, having increased immunity and durability, being harder to hit and hitting a hell of a lot harder usually makes life considerably easier. Yet, beyond this, it also brings the group together and creates camaraderie. Just as everyone loves a good healer, so everyone loves to be well-buffed just prior to commencing the run. It instils the players with confidence, provokes thanks all round, and has an effect not entirely unlike sharing a meal together.

Group play is what makes MMOs, but grouping is a real mixed bag and raid groups, where up to twelve people need to coordinate their actions, are ripe for catastrophe. Raids can be rather intimidating as they have an air of exclusivity about them. More experienced players are especially keen not to see a raid go pear-shaped, and the LFMs are often brutally honest about what is expected. Inevitably, there is a first time for everything, but carrying noobs is not the average raid-runner’s favourite hobby. With so many players in the same team and such potential for miscommunication and confusion, the main principle is to stay together; if you don’t know where to go, follow someone who looks like they do.

The best groups are those that communicate and the best means of communication is a headset and microphone. Many players don’t use them and many players have very limited or no English, so it isn’t always possible to communicate via speech, or even text. Some players will abuse the mike to converse continually and often rather tiresomely about whatever is on their mind or the minutiae of the game, which can be terribly immersion-breaking. Having said that, there was nothing quite like the amusing banter that could take place. I’ve had some uproariously funny conversations with people who were drunk, stoned or high on coke; people who were cool, intellectual, nerdy, hip; people from Spain, Israel, the UK, Brazil, China, Singapore, France, Canada, Korea… I ran several times with a comically stereotypical scotch-swilling Scotsman, who had the decency to play a dwarf barbarian and spoke with a gruff and bantering brogue, with US soldiers at their base at Guam, with bored English housewives, with pot-smoking US college students, with Greek travel agents, a female Turkish IT student. The game could be quite fantastically social.

On the whole, however, people having and using microphones is a positive thing, especially where the other players are intelligent and know what they are doing.

A good leader will take control of the group and ensure that everyone works together; giving directions, delegating tasks, ensuring all players are accounted for and, occasionally disciplining those who are causing problems. A good leader will see new players as an opportunity to teach, and not as a burden on the group, especially where they are playing a trickier class, such as a rogue, healer or caster. Ideally, however, most people will know their role and how to make the most of their abilities. There is nothing quite like seeing how effectively a completely random group of people can perform together.

Take a look at the above picture. Each of these individuals is a human player, sitting in front of a computer, somewhere in the world. If I remember correctly, this group contained players from Korea, the US, China, Brazil and myself, from Australia. I’m the chap with the long fringe, white moustache and beard on the far right of the group – Hallifax Bender, after his custom hairdo. We are in the Vale of Twilight, a high-level wilderness area with a bunch of high-level quests scattered around its geography. To enter the area, players must be at least level 12, though entering at that level, without back-up or some serious equipment would be suicide.

This group consists of players between level 15 and 18, which, because of the relatively slow levelling in DDO, means all have put in a considerable amount of playing time to get here. Each of these players will be very attached to their “toon”. They have played this character for potentially hundreds of hours, not only developing their build, so far as path of advancement is concerned, but also choosing equipment they felt was in some way characteristic of their personality. Some players can be very vain about the armour they wear and the weapons they wield, along with other, more permanent details such as hair style and colour, facial features, skin tone and, at a most fundamental level, chosen sex or race.

One of the joys of grouping is simply seeing who turns up. Often players will make their presence known from the start; talking or typing a lot. Often players will become apparent through their actions; be it hammering away in the front line, healing or casting to great effect. Occasionally a player can remain relatively unnoticed in a group before suddenly coming to the fore in a moment of need, or after the departure of another character of similar class who was so good as to leave them in the shadow. It can also take some players time to warm up and get into their role. It can take players time to get comfortable with the group, to know that they can voice their questions or opinions in comfort. Often when a party leader quits and logs out, the remnants of the group will stay together; making decisions in a practical, democratic fashion, electing a leader, and getting new personnel. I often had the pleasure of stepping into the role of leader; coming from the backline to the front, taking the star and calling the shots. As in real life, people appreciate good leadership, especially where one leads by example.

Most non-English speaking players will have sufficient English to type and can give or follow instructions without too much trouble, but there are always those who are unable to communicate in the language at all. One can only hope that they know what to do, or at least have the good sense to follow others. I have run often in completely Chinese groups, with the players speaking Mandarin to each other. It was always very interesting and presented an extra level of challenge, wherein the pressure was on to perform well and stay with the group. Often I found myself playing more sharply than ever in such situations, channelling the panic into a whirlwind performance.

Having teamed up with a bunch of strangers, having gathered together for a common purpose, having greeted each other, having shared a little conversation, there is the moment when the avatars come together for the first time. This is always interesting – to see the style, dress and build of each group member. Often players spend a little while admiring each other. “Hey man, nice armour”; “What’s that helmet, it’s cool?”; “Is that Sparkstriker you’re wielding? Nice.” When waiting, the more expressive players will use emotes to show their frame of mind throught their avatar: Dance, sit, sleep, laugh, cry, taunt, flex, threaten, wave and the like. As surnames are only displayed above the avatar itself and thus visible when characters are within sight or in the viewing window when selected, on coming together, players will also admire each other’s names where applicable.

When a good group comes together, across different nations, continents and time-zones and every player is free to stay a while, it’s possible to run with the same team for positively hours on end. I made many strong in-game friendships with players with whom I’d been to hell and back. Six, seven, eight, nine hour sessions through long quest chains, raids, wilderness runs etc. It can be very sad when someone leaves after being in the party for several hours. So immersed can one become in the group dynamic that the absence of a character is as recognisable as the absence of a person. Of course, the only response is immediately to recruit someone else and hope that whoever answers the advertisement, wherever they might be, will also be a good player and a decent person.

The greatest pleasure of grouping, however, is actually performing well as a group and as an individual. Good players will appear, in the game, quite literally as heroes. In tough fights, good tanks will take and handle the aggro, good healers will be quick with their remedial spells, DPS characters will slay their enemies in lightning swift, often astonishing fashion, and casters and crowd-controllers will slay, disable, disorient, stun, freeze, charm, fascinate, burn and disintegrate their enemies.

Saving the lives of other characters through quick and skilful action is one of the great joys of the game. The camaraderie that comes from a timely rescue is a wonderful thing: save someone’s skin and they will warm to you; heal someone well and they will love you; crush your enemies and see them driven before you and you will earn immense respect. I’ve often been in both situations, standing over incapacitated companions, swinging like crazy and slaying everything that came at me, or lying on the ground, my avatar unconscious, watching the blinding skill of a party member as they took the heat and dispatched our opponents.

Dungeons and Dragons Online has a dynamic combat system, where each weapon has a reach and one strikes by clicking mouse-buttons, aiming at one’s opponents. This is far superior to combat in many other MMOs where a target is selected and the attack is automatically directed at them, often repeatedly, within the timeframe of cooldowns, so that a player is not required to steer their weapons into their enemies.

Thus, DDO is hard work – combat is exhausting as one is forced constantly to manoeuvre in battle, select opponents, and actually swing one’s weapon into them. The speed with which a player does this is paramount, as is the effectiveness of the attacks that they direct. With so many hours of practice, having rather deft fingers from 20 years of speed touch typing, and being something of a maestro on a mouse, I was often able to move and attack quite considerably faster than other players. Yet, of course, there were countless other players with both awesome skill and superior equipment and running with them was a pleasurable challenge. Good players will recognise other good players and often strong bonds can develop through this mutual respect. From the point of view of the game, it is the avatar, the embodiment of the player, one sees and respects.

It is always nice to receive compliments. The best compliment I ever received in game was simply “wow”. It was Jasparr Krait of Luskan, Fighter / Ranger / Rogue, my favourite hit-man, a dual-wielding heavy pick kensai, whose speciality was making straight for the casters, stunning them with a blow and taking them down with devastating critical hits as they stood immobilised with their heads ringing.

Whenever I played Jasparr, I felt immensely capable and regularly proved my worth by massively outstripping the rest of the group on the kill count.  After having played the game for as long as I had, I grew very bored with the rather unimpressive soundtrack provided by the game, and so I created my own. I put together a lengthy playlist on iTunes called Fantasy Backdrop, which I piped through my headphones in place of the in-game music. Mostly the soundtrack consisted of classical music, film soundtracks, such as Crouching Tiger, Hidden Dragon or House of Flying Daggers, or other fantasy games such as Baldur’s Gate, Morrowind, and Oblivion, but I also threw in a few songs which seemed appropriate to certain characters, such as Hells Bells by ACDC and The Hitman, by Queen. It was this song that was to become the signature tune of Jasparr Krait:

http://bit.ly/12MNgt

Grouping was by no means always a satisfying experience, and proved, on many occasions, to be more frustrating than it was worth. As with all internet forums and MMOs there are always trolls out there who seek to cause annoyance to other people or pick fights at the drop of a hat – just read the comments under any Youtube video. Fortunately there are not that many trolls in DDO, but they come in many shapes and sizes. Some simply step inside quests, do nothing and sit in the entrance to leech experience points. Others actively sabotage groups because they have developed some impossible to determine grudge against one of the other players for no apparent reason. Some take exception to every simple error or slight by another player and make life difficult for everyone by being unnecessarily rude about it. Others completely fail to follow instructions, can’t wait to open chests and kill half the party by setting off traps, despite clear warnings. Sure, people make mistakes, but all too often players are just plain stupid and either overestimate their ability or simply ignore advice and directions.

The very worst character I ever had the misfortune of grouping with had the awful and alarm-ringing name of Aussiegem Downunder. I shuddered to think what sort of fool would produce such a character, yet, in need of a cleric to furnish the group with heals, I accepted her request to join my group. We were running the second series of Necropolis quests and this character joined as we were entering a flooded tomb. The quest involves a lot of swimming, and some form of Underwater Action item, a Waterbreathing spell or skilful swimming between air pockets is required. I made sure that everyone in the group knew what was required through both text and spoken word.

Despite this loud and clear message, as we swam through the first stretch of water, Aussiegem suddenly began to lose hit points, and then, as from nowhere, “Ping!” she was dead.

“What happened?” I asked, surprised and disappointed as her death had just cost us 10% of the experience reward. I got no response and typed the message. “What happened?” Other players simply placed “?”s in the party chat.

Aussiegem took a while to respond, but when she did, it wasn’t especially helpful. “I think I drowned.”

By this time I had already swum back and collected her soul-stone. We had no means of raising her from the dead, as she was, after all, the cleric, so I carried the stone along with me, en-route to the shrine, which was some way off. In the meantime, I asked if she had some form of Waterbreathing item or spell. I also encouraged her, as a cleric, to take the spell if she needed it when she rested at the next shrine.

Sadly, however, she didn’t seem willing to take any of this advice, and after having used the resurrection shrine and come back to life, she promptly drowned again in the next stretch of water. I couldn’t quite believe it, and was annoyed already, because in truth I could have solo’ed the quest with Jasparr and only brought other people for the rest of the series.

I took her back to the shrine once more.

“What happened?” I asked. This time she replied more promptly.

“I’m only playing with one arm. I got stuck.”

Oh dear, I thought, an amputee! Poor girl, must have an impossible time navigating with just the keyboard. How does she do it? I’d best go easy on her then.

The next time we swam, I stuck with her and led her to the next chamber. This time she made it, and, after the fight, there was a chest to loot. Aussiegem, to whom I now felt some slightly restored sense of sympathy, got her loot and, hey presto – she found a Ring of Underwater Action! This was quite a rare drop and, as the rest of the group can see what drops for other players from a chest, I suggested, both in speaking and in text, that she put it on immediately as it would enable her to stay underwater as long as she liked. There was no response in the party chat and I feared the worst. I retyped the message and re-iterated it over the mike, but still got no response.

Off we went again, into the next stretch of water, when suddenly, “Ping!” she drowned again.

This time I was really pissed off. No one, however much of a noob, who was a native English speaker and perfectly capable of receiving my written and spoken commands, should be capable of such a total and utter balls up.

“What the hell happened?”

“I think I drowned again,” she typed.

No shit Sherlock. “But why didn’t you put the ring on?”

“What ring?”

“The underwater action ring. You looted it from the chest two minutes ago. I told you about it. We all told you about it. Check the text.”

There was another long pause, then, after two minutes she wrote:

“I’m playing with one hand, I’ve got me baby on me lap.”

I believe I deserve some credit for the restraint I showed at this point. I was not only hugely annoyed, but also disappointed because female gamers were few and far between and most of them were excellent. Aussiegem was giving them a bad name.

“OK,” I typed in response. “Stay dead, I don’t need you. If you can’t be bothered playing the game properly, especially when playing a class that requires you to be on the ball, don’t burden groups with your half-arsed, non-existent efforts. I’m booting you as soon as this quest is done, and if you can’t work out why, it’s your own problem.”

Sure enough, I left her for dead and didn’t bother taking her back to the shrine. She still got the end reward at completion, but I wasn’t about to escort her to the chests. I booted her after completion and swore never to group with her again. When, some weeks later, I was running Jasparr out in Gianthold in another chap’s group, she joined and my heart sank. I hoped to goodness that in the weeks that had passed something might have changed, but when she died twice reaching the quest entrance, I knew we were in for a similar ride. I panicked, made an excuse, apologised to the group leader without saying a word and quit the party.

Read Full Post »

“The meek shall inherit absolutely nothing at all, if you stopped being so feeble you could have so much more.” – Pulp, The Day after the Revolution

 

Clearly there was something wrong with me. I was hooked on a Massively Multiplayer Online Role-playing Game (MMO), had been playing it for almost nine months, and not once, since I first signed up, had I teamed up with other players. You may wonder why anyone would solo a game that is optimised for group play, but then you’d be failing to take into account my somewhat shy nature when it comes to approaching strangers.

It wasn’t entirely true that I had never played in a group. I had briefly recruited my friend Steven to play with me for a week when I first signed up, but after his departure, I avoided grouping with any other players. It was unfortunate because, apart from the fact that it was extremely difficult to advance without grouping, as most mid to high-level quests were sufficiently challenging to require more than one player, I was also missing out on a hell of a lot of fun.

My reluctance to group was especially odd because, on the rare occasions I’d done it in other games, I’d thoroughly enjoyed it. Admittedly, however, this was not generally with strangers. At the end of 2005, before I left Sydney for Cambridge for the second time, I’d spent a good few nights staying over at my old buddy Mike’s new house. He hooked up two computers and we played some long, heavy sessions of Neverwinter Nights. It was an awesome gaming experience, for we were playing a very excellent series of modules written by a community member and posted free to www.nwvault.com called The Aeiland Saga. The game combined the very best elements of a good story, excellent challenge, exciting locations and plentiful surprises. Mike and I were enthralled to say the least, though I likely more so than he, and when it was over, I was gutted.

I also managed to get my brother on board and we too played some Neverwinter Nights modules before my departure. Firstly over a LAN connection at our folks’ place and then via the internet. Once I was back in England, we linked-up through the multiplayer server and teed-up times to play together; me lying on a double bed in my house in Sturton Street, early in the morning, and he at his desk in the spare room of his house in Brisbane, late at night. I was, of course, playing none other than Hallifax Bender, my favourite altar-ego.

I had also experienced playing in groups in World of Warcraft and this had been a largely positive experience. I’d been impressed by the willingness of completely random strangers to offer help and support, and to go out of their way to assist with something from which they had nothing to gain. Still, my group-play experiences were limited and, when I signed up to Dungeons & Dragons Online (DDO), I, in my stupidity, spent nearly nine months playing the game solo.

As a consequence of this, I’d reached an impasse. I had several characters on the Sarlona server, but none of them had advanced very far. I had managed, through many hours of blood, sweat and tears, to get Hallifax Bender to level 8 and several other characters, such as Tollande Rollmops, Bethanie Brinsett, Summer Thingis, Hondeydrop Sundew, Badajon Yarnspinner and Arnalde Holdfast to around level 5. It was, however, difficult to go much further as there were few quests in my level range that I could complete solo. What I had managed to do, however, was master the workings of the local economy, and, through the harvest and sale of collectables, my toons, despite their inadequacies, were loaded with gold pieces.

There came, at this time, a very significant update to the game which made a lot of important structural changes and introduced new features. Most prominent amongst these was a decrease in the penalty for characters of higher level completing lower-level quests, some important graphical tweaks, and the introduction of hirelings. Again, just at a point where my interest in the game was flagging, when I was spending most of my time simply buying and selling things on the auction house to make virtual money, these changes brought me right back into the game with renewed enthusiasm. The introduction of hirelings was a godsend. Hirelings could be purchased for a relatively small sum from vendors around the city of Stormreach and they gave a player the opportunity to, for example, have a cleric in the group who would heal automatically, thus freeing up the player to focus on combat. They could also be commanded via a hotbar that allowed the player to cast the hireling’s spells or use their abilities directly.

For someone in my position, who had played the game for so long as a solo-artist, having to perform all my own tasks and make continuous tactical withdrawals from combat to heal myself, this was a huge blessing. Now, with a cleric hireling in tow, healing my sorry ass every time I got hit, I found I could make much faster progress. The problem was that this still only really allowed me to take on quests at a low difficulty level and usually below my character level; partly because of the considerably greater difficulty of many mid-level quests, their length and complexity, but also because I was running toons I’d made a long time back who were not especially well thought-out.

What hirelings also did for me was to open my eyes to the far greater potential for completing quests with back-up. Within the space of a week, using hirelings had become not so much a norm as a necessity, and, though frustrated by their occasionally dodgy pathfinding and response times and restricted to one hireling per character, I began to ponder how much better a real human would be at providing such services; indeed, how much better it would be with a full-time rogue, another tank or melee build, a caster, an archer and a buffer, for example. Slowly, like the long thaw at the end of an ice-age, it was beginning to dawn on me that I should re-examine my seemingly baseless embargo on grouping. It was time to harden the fuck up, and I went out and bought a new top-shelf wireless headset. I was resolved that, the next time someone invited me to join their group, I would accept the offer.

It wasn’t long before I received a cry for help. A level 16 wizard called Kalsto, who was running quests on Elite difficulty for favour – ie. the cumulative reputation from quest completion which brings in-game rewards and privileges – needed someone to pull a lever for him in part 2 of the Delera’s Tomb quest chain. There were many quests that could not be completed solo because they required different characters being in different places simultaneously and, despite the fact that hirelings could now be utilised to perform such tasks, it seems this chap was fixed in his belief that the only way around this problem was to use a human player. Thus far my experience of the Delera’s Tomb quests was entering part 1 with Hallifax Bender and getting shredded by a spectre before I made it past the first major obstacle. What had impressed me, despite the rather relentlessly bland interior of this poor dead girl’s tomb, was that the Dungeon Master’s narration was done by none other than E. Gary Gygax, the father of Dungeons & Dragons. There was even a memorial shrine to him built just around the corner in Delera’s very large graveyard, added to the game after his death (Raise Dead spell pending, we hope). Not knowing the quest at all, I felt reluctant to join with this chap as I didn’t want to screw things up for him. When I explained this, however, he assured me it was all good and that he would tell me what to do. Thankfully, he was noob-friendly!

So it was that Badajon Yarnspinner, my 6th-level Bard / Rogue / Barbarian, found himself standing inside Delera’s tomb with a master of the arcane arts. At level 16, Kalsto would receive no experience for the quests whatsoever, despite them being on elite difficulty. I too would receive nothing other than favour, on account of Kalsto’s level and the fact that I was being power-levelled, as the game called it, because I was grouped with a player four levels or more higher than myself. Kalsto buffed me in a way I’d never been buffed before: Blur, Stoneskin, Haste, Displacement, Jump, Protection from Evil and all manner of elemental resistances, and my job was simply to stay alive and keep up whilst he torched all the undead with maximised, extended Firewall spells.

I followed in his wake, marvelling at how rapidly all the spectres, wights, ghouls, ghasts, skeletons and wraiths died in his walls of fire. Kalsto would simply dance around the undead, practically untouchable behind all his buffs, luring them all into the flames. It was an awesome display of power, and we quite literally ran through each area, often simply ignoring half the trash that was not of a mind to follow us. What really got me excited, however, was that, by virtue of these quests being run on elite, all the chests were dropping far better loot than I was used to and I quickly saw that if I should stick it out, I might get a nice piece of equipment or two.

When it came to my turn to pull the lever, however, I quickly ran into trouble. Kalsto stood by the iron gate he needed to access, whilst I stood across the way in an alcove next to a large metal lever. I pulled the lever and, suddenly, a bunch of skeletons spawned and attacked me. I tried desperately to pull the lever a second and then third time, as I had been instructed, for Kalsto had to progress through a series of gates, and just managed to do so before the undead swamped me. I put up my shield and defended as best as I could, determined not to die and suffer the shame and embarrassment. I hammered and pummelled with everything I had, but I was getting smashed to bits and was forced to flee. I must have run through half the length of the vast tomb we had already traversed, healing myself and fighting to stay alive. Eventually, I managed to get into a tight corner where I could fight against one attacker at a time and was able to beat down the skeleton horde that had set upon me. When Kalsto joined me a few moments later and blasted the last remaining skeleton to pieces, I was still alive and much relieved. He was very apologetic. “Sorry man,” he wrote, “forgot about those spawns.” We were all good, and I felt oddly pleased with myself. All that solo training had done me the world of good in keeping my sorry ass alive.

I followed Kalsto through the remaining quests of the chain in search of loot, and surprised myself by being useful here and there in disarming traps and opening locks. I don’t think Kalsto was very fussed about the loot himself, but I certainly was and enjoyed picking the locks on the two extra chests after the boss fight in Thrall of the Necromancer. When it was all over and we parted ways, I was buzzing like never before. Not only had the experience been brilliantly good fun, but it also showed me just how much more of the game I could explore and enjoy with proper support. I sold and auctioned my loot, went to the tavern to rest and repair, logged out and hit the sack, exhausted but thrilled. I couldn’t get the game out of my mind and dreamed of what I might do next time I logged in.

Despite my enthusiasm, it wasn’t until two nights later, on a Tuesday, that I had the chance to play again. I was checking the post on Bethanie Brinsett, when I received a tell from a barbarian called Kazorn asking for help in running the quest Gwylan’s Stand. Again, this was a quest I did not know at all and replied stating that I was unfamiliar with it. They were desperate for a healer and said not to worry, so I agreed to join the group and met them in the city’s Elven ward, House Phiarlan. Now that I was with people my own level, and now that I was expected to heal the entire party, I found myself in a very different situation. I had no experience playing a healer in a group and soon found that I was not only running desperately short of mana, but that I had insufficient wands in my inventory. Gwylan’s is a sprawling quest, set amongst ancient ruins overrun by bugbears, minotaurs, hobgoblins trolls and evil elves, and I struggled to stay with the group. It didn’t help at all that the tanks were zerging all the time, ie. charging ahead and not waiting for everyone else, so I soon got completely lost and separated from the rest of the team. Fortunately, however, the group’s rogue, Quinthel, a nice American woman, took me under her wing and helped me find everyone else in the rather confusing collection of entrances and exits. She also gave me a bunch of healing wands to assist in my job, as I had come into the quest both low on equipment and not really understanding what was required.

Once I caught up with the other players, I devoted my efforts to healing them, but they weren’t especially happy with me. I was annoyed at this reception because they had urged me to join their group anyway, despite my reservations and despite my having told them I was unfamiliar with the quest, but I was also disappointed with myself as I wanted to do as good a job as possible. In retrospect, having later had a great deal of experience as a healer, I understood that it was entirely their fault for zerging. As many clerics write in their Bios, “I can’t heal stupid.” If you want heals, don’t run away from the healer.

What did please me very much, however, were the rewards of the quest. Not only were there six or seven good chests in it, but it paid roughly 8000 experience points, which was vastly superior to the sorts of returns I was used to. If I could make so much XP in half an hour, compared with several hours of more stressful solo slog, then surely grouping was the way forward.

After Gwylan’s I switched to Badajon and rejoined the same group. I now had the pleasure of listening to one of the other group members  slate my efforts as a cleric, unaware that I was the same player! I took it on the chin, knowing he was being unfair, but also knowing that, were I placed in the same situation again, I wouldn’t be unprepared. My worst fear of grouping had always been looking like a noob, and sure enough, I had done, but I had survived. Not only that, I had learned from the experience in a way I wouldn’t forget. No amount of solo play could have taught me as much about being a cleric.

Now, having switched to back Badajon, I looked forward to playing a character who was not quite so pivotal in the group. The chap who had slated me soon left, along with Kazorn and a couple of others, and Quinthel took over the party, recruiting further players as replacements. The plan was to run the Waterworks quest chain on elite next; something I’d solo’ed repeatedly, though not on elite, and which had taken me a hell of a long time to master. Now, again in a full group of six, with a rogue, ranger, wizard and surplus bard, though forced to use a hireling cleric owing to the difficulty of finding a real one, I finally felt as though I had arrived.

The time tag on the above screenshot says 04.57AM, Wednesday morning, May 20, 2009, and it is indicative of how utterly immersed I became on this occasion. It also shows Badajon topping the kill count by a considerable margin; not surprising considering I was the principal melee character in a group with no real tanks, but still impressive in my books for being my first group venture as a fighting build. Countless hours of solo play had taught me how best to use what I had at my disposal and now, with decent back up, I found that, when it came to fighting, I was quite formidably fast at doing what needed to be done; faster than many others. I wasn’t such a bad player after all. Woot!

What I loved most of all was the camaraderie. Never before had group play in any game been so visceral or so much fun. In a game that was played completely live, with no re-loading of saved games possible, let alone any saving of the game, everything was played out in real time. It was thus important to act fast, to act together, and to communicate. My Gwylan’s Stand experience had taught me what happened when players didn’t communicate, but this second group looked out for each other, stuck together, and no one died. There was friendly chat, jokes, exchanges of advice and information and, in the space of a very short time, I felt sentimental towards the other players. If someone fell behind or got into trouble, we went back and helped them. We praised each other’s efforts, laughed at our mistakes and were generous with things we looted and did not need. When the session finally finished at around 0530 AM, I was exhausted, but completely high on the game. Computer gaming had just achieved a level I had never really dreamed of, and it had been staring me right in the face for so damned long.

That evening was the beginning of a long, long period of sleeplessness. Once I started grouping properly, I could not countenance going back to the old ways. Being in a party made everything easier, quicker, and a hell of a lot more fun. It was a brilliant thing to talk to people over the voice-chat, or to communicate by typing. My stagnant learning curve took off like a shot and I found myself developing an intimate knowledge of quests, dungeons and wilderness areas that I never could have dreamed of achieving solo. I soon found myself chatting with people from all around the world, though the Sarlona server was largely populated by American players. I made friends with several players and ran with them repeatedly; started to recognise other player’s avatars around town, in groups, on the social panel, and thus began to feel like part of the community; a true resident of Stormreach. I was surprised by the demographic make-up of the players. Most people were in their twenties and thirties, and there were many players who had, like me, been playing Dungeons & Dragons since first edition. As totally and utterly nerdy as it might seem, it was a dream come true for a D&D tragic like me to find so many other people like-minded people, who shared the nostalgia for the game.

I soon learned that it was pointless trying to role-play in a game like this. Apart from the fact that many players had limited English, it was rather too much to expect everyone to get on board and in character, especially when parties often broke up after a single quest. To role-play would require a dedicated group of players who met regularly, and anyway, it was interesting enough meeting such a wide variety of personalities.

It wasn’t long before I saw my chance to take Hallifax forward and switched to running on him as often as possible. He was, perhaps, my strongest build and most groups liked to have a bard along to enhance their combat prowess with songs, and to buff and haste them. When Hallifax began to level rapidly, I was thrilled. He had been at the coal-face for so long; the true pioneer of most of the challenges I had faced in my solo days. After the first runs on Bethanie, it had been Hallifax who experienced most quests first and he had died countless times, finding himself hopelessly outgunned. Now, at last, surrounded by good people, Hallifax began to shine like a true champion. Other players warmed to him and would express their delight when Hallifax joined the group. No doubt this was because I was enjoying the game so much that I was always laughing and joking. Hallifax was always ready with a quip, just like all bards should be, and, just as a bard is supposed to do, I felt I regularly lifted the group’s morale. It was on Hallifax that I met one of my longest running online comrades, another Bard by the name of Holz Amboss. Holz was an Australian like myself, and a relatively new player. He was intelligent and well-spoken and always good company and we teamed up for many consecutive nights, playing well into the wee hours, laughing and joking our merry way through quests. Holz and I taught each other a lot; we filled in the gaps in each other’s knowledge, exchanged money and equipment where necessary, and always made sure that people in our group were happy and well looked after.

For the rest of that month of May and halfway into June, I played DDO at every given opportunity. I no longer cared about sleeping at all and stayed up until dawn almost every night, when there were many more players online. I advanced Hallifax to level 12, indulging in ever more challenging and interesting quests. The game was far more colourful than I’d ever imagined, with some truly classic quests and beautifully rendered areas to explore.

There were so many quests that even after six weeks of continuous group play, there was still a huge number I was yet to run. Very rapidly, the game began to consume my entire life. I doing no writing whatsoever, slumping my way through the days in a dream-like state of chronic exhaustion, keeping myself awake with killer doses of coffee and sugar, codeine, ibuprofen and paracetamol, and then trying to make up for it all every Saturday night when I stayed at my girlfriend’s house and slept for about twelve hours. I kept up running and took no time off work, but I was just making it through my lessons, teaching English as a second language. I was a walking wreck, and we were about to go to South East Asia together for a five-week holiday. I began to have terrible withdrawal fears, in advance of the coming break. Would I really be able to live without DDO? There was  only one way to find out…

Read Full Post »

“Money, it’s a gas, grab that cash with both hands and make a stash. New car, caviar, four star daydream, think I’ll buy me a football team.” – Pink Floyd, Money

 

Years ago, as a young man experimenting with narcotics, there was always a line I never crossed – heroin. My principal concern was that I’d like it and, let’s face it, liking heroin is not a good career move. I knew already that I had a tendency towards addiction. I’m a creature of habit and once I get a taste for something, be it music, computer games, reading, writing or running, I tend to crave it to the point of suffering withdrawal.

Despite my reservations about Massively Multiplayer Online Role-playing Games (MMOs), so far as narrative, atmosphere and game-play were concerned, I knew that were I to begin playing one, I might well be sucked in. I had watched my friend Chris struggle to extract himself from World of Warcraft (WoW) and had read sufficient anecdotal reports of the addictive qualities of Everquest (EQ), so I knew just how addictive these games could be. I had already suffered long years of devotion to games like Baldur’s Gate 2, Neverwinter Nights and Civilization III and IV, for which the craving to play was often very intense. To quit Civilization III I had had to smash the disc to pieces, though I then found I could download the entire game through Limewire in about 15 minutes and the battle went on.

Civilization IV hit me even harder  – at times I could wrestle with it for a sleepless week, in which I ghost-walked from one game to the next. When I visited my brother in Brisbane, it was traditional to start a game of Civ on the Thursday night I arrived and we almost invariably played until well after dawn, thus smashing ourselves to bits for the rest of the weekend. After a snooze and a café breakfast, we would drive home in the car, talking about how we must not play the game again that day, but if we were to do so, which civilization would we play: the Babylonians or Egyptians? By the time we were home, we had already lost the fight and fired it up immediately. Fortunately, Civilization is now long behind me.

I thus had every right to fear MMOs. This fear had particular resonance with me because, as a writer, I needed my spare time to write. It was easy enough to turn up to work and teach English without having to think too hard, however exhausted I might be, but to write required me being focussed and alert and having a clear head. I needed what I was writing to be the dominant narrative in my thoughts and not to be distracted by, for example, thinking over of the offensive strategy I planned to use against the Aztecs.

Bored with the games I’d been playing, and wanting a more lively experience, I found myself mulling over the idea of giving Dungeons and Dragons Online (DDO) another go. I thought hard about the possible implications, the time-wasting, the craving, but decided I could keep a lid on things. After all, one of my strongest qualities, in stark contrast to my ill-discipline, was the ability to discipline myself when necessary. All I needed was a set of rules, such as ensuring that I slept sufficiently, continued writing, and did no gaming during daylight hours. If I could make myself work, then play would be my well-earned reward, and I had managed, except during occasional periods of obsessive play, to maintain this balance for the last ten years. Could an MMO really be that addictive? Would I really not be able to walk away? I decided to take the risk.

So it was that, towards the end of 2008, I signed up for the ten-day free trial of DDO and sat down to play. I had, of course, played the game for a week two years ago at the time of its release, so this was really a return. When I first played it, however, it had been on a not especially powerful laptop and, in order to avoid lag, I’d had to experience it with the graphics turned down. Having recently built a seriously powerful computer to cope with my heavily pimped Oblivion, I was now able to ramp the graphics up to max. When I finally fired it up, having downloaded all the patches, it looked significantly more attractive.

The first character I created was Bethanie Brinsett, an elf rogue I intended to make a multi-class cleric. I was basing all my ideas of character creation on the types of builds I’d used in Neverwinter Nights 1 & 2, which was a good starting point in theory, but would ultimately have very different outcomes in DDO. It would be a long while before I’d learn the pros and cons of certain builds in this context, but to begin with I was impressed by certain innovations the game had made to the rules.

First and foremost was spell-casting. Rather than the old system of allowing a caster to memorise a certain number of spells, which could be cast a set number of times each per rest period, the game introduced a mana pool which allowed the caster to memorise the same number of spells as in the 3.5 edition rules, but to cast each spell as many times as desired, according to how much mana was available. The higher level the spell, the more mana it required; spells cast using metamagics such as Maximise, Empower or Extend, also cost more mana. It made casters a lot more versatile and able to cast far more often.

Another plus was that spells affecting movement, such as Expeditious Retreat, Feather Fall and Jump, became much more pivotal in this very free-flowing game. One would rarely ever make use of such spells in the pen and paper game, as the limited number of spells one could use between rest periods meant it was usually more effective to preference offensive casting and healing rather that buffs.

The game also did a good job of calculating combat movement and positioning. Especially impressive was the way the way DDO handled things like flanking, making it an advantage to move during melee. The game even mimicked all the dice-rolls, going so far as to display a D20 on the screen, which could be coloured to the player’s liking, every time a roll was made. I’d always thought that the Dungeons & Dragons rules might be too complex or unbalanced to translate to an MMO format where it was necessary to avoid having great gaps between the effectiveness of the classes, but I was to come to learn that the rules actually translated surprisingly well.

Just prior to my rejoining the game, a new starting area, the island of Korthos, had been introduced, and for the first few days I found myself running around in this snowy island and its village. The village was besieged by Suhuagin and being terrorised by an otherwise benign white dragon under the influence of an evil mind-flayer. It had all the markings of an extended tutorial, but it played rather smoothly and I quickly became engaged.

What really hooked me was the free-flowing nature of the game. Despite the fact that, unlike WoW, DDO required area transitions from one map to another, and that all quests were instanced so that only a single individual or party could undertake them, and that the world was considerably smaller, with only one major city and, admittedly quite a number of surrounding areas, it seemed like a nice compromise between the open world of the MMO and the single-player gaming experience. The avatars ran, rolled, tumbled and swung with a very pleasing fluidity. The animations were well done and the detail on characters’ faces, despite relatively limited options for customisation, were above par for MMOs, where texture detail is usually sacrificed to ensure speed in crowded areas where bulk rendering is required.

To begin with I was pretty crap. Like all noobs, I was clumsy and slow, despite being well-practised with the standard WASD movement of first-person shooters. I didn’t know how best to make use of hotbars, knew little of the game’s quirks and workarounds, had no sense of perspective and proportion and didn’t really understand the significance of items I looted. I was also completely broke and didn’t know what I should be looking for. Nor did I know what quests I ought to do, or how difficult the challenge might be. I made a lot of fundamental errors; for example, not knowing that when I died, if there was a resurrection shrine within 10 seconds running distance of where I was slain, I could run to it and click on it to come back to life.

The starter area, however, was mercifully easy and initially I made the mistake of thinking the rest of the game might be equally easy as well. Ultimately it was, but only once I knew what I was doing, had the right build and some back-up. I shudder to think of how difficult I found many low-level quests in Stormreach Harbour, even on normal difficulty level. Of course, the problem was largely that I was trying to solo them, having, in my typically shy manner, decided not to group with other players. I could have learned so much more quickly had I had the sense to team up with other people.

I did, however, manage to recruit my friend Steven for a short while. He created a rather wan-looking chap called Relwan and together we ran around Korthos. The game was certainly considerably easier with another player on hand, and I taught him what little I knew about how things worked, including giving him very had advice as to how to build his character. Still, not having progressed from the 1st edition Dungeons & Dragons rules, he was completely at sea with 3rd edition, so my advice was better than nothing. We played together over a few consecutive nights and I very much enjoyed having someone to chat with. We fought, tumbled, shrined and danced side by side, and for a brief while there I thought I thought he might stick it out. Sadly, however, Steven decided he’d had enough when the trial expired, and I was left bereft, with no company and no back up. It goes without saying that, on the back of this, I should have gotten over my issues and grouped with some other players, yet something held me back.

I don’t understand why I felt so shy. I am somewhat sociophobic and have a deep paranoia about what people think of me, so my biggest fear was being outed as a total noob, despite my countless years of Dungeons & Dragons experience in various formats. I chose instead to bide my time learning the ropes, developing an understanding of the economy, the context, the scope and what have you. Another problem was that I was afraid of not knowing the quests. I had no idea how sympathetic people would be and had seen many advertisements on the social panel with, in retrospect, rather unfriendly statements such as “Know the quest”; “no noobs” and the like. It didn’t give me confidence.

I always thought of joining groups, but just couldn’t quite bring myself to do it, even when players sent me a “tell” asking for help. And anyway, despite its frustrations, and this in the era before hirelings became available, I was very much enjoying the solo game. I thought grouping might be immersion-breaking; that, as had been the case in WoW, people would simply run through quests without explaining anything or bothering to role-play. I also feared that too few players took their gaming seriously. There were some truly awful-looking characters running about Stormreach, with ridiculous names like IKillU, DeathRage, YoMama, SmashYourFace, MeHealU and so on, that I thought these people were largely jokers. There were, of course, many very excellent looking characters, with thoughtful names and fine attire, who preferred, as I did, looking attractive or handsome rather than terrifyingly ugly. The question was, how, if I were to join random groups, would I be able to apply the shit-filter?

Ultimately, however, I was enjoying the game. Playing solo gave it the feel of a single-player game, but with the advantage of being in a living game-world with a real economy. Either way, it was working just fine for me and, by the time the ten-day trial was due to expire, I was already sufficiently hooked to sign up for a subscription. It was, to say the least, a fateful moment.

Having made a lot of mistakes with my first build, and having learned a thing or two during the trial, I decided it was time to create another character. It wasn’t long before Hallifax Bender was on the scene. Hallifax was a character I’d played in various different games – a swashbuckler in pen and paper D&D, a bard in Neverwinter Nights 1 & 2 – and this time around I made him look like a dark-skinned Norse god. I had spotted another “toon” hanging around the harbour with an enormous white beard and decided that I wanted one as well. I have always liked to play the dilettante minstrel and Hallifax Bender was my default name for such a chap.

I, as Hallifax, continued to blunder around like a fool, slowly improving my understanding of the game, enjoying the challenge, but also being constantly frustrated by my failings and inadequacies. Still determined to play the game solo, I had to use tactics and caution in every situation, and doing this for positively weeks on end actually proved to be excellent training in the game. I was forced to take things slowly, to read everything, to sneak and hide and surprise my enemies, and, wherever possible, to run to a safer position and hold my ground as best as possible. I slowly developed an intimate knowledge of all the low-level dungeons. Stormreach harbour seemed packed with quests and, to begin with, I spent all my time there. One reason for this was that I was told by a city guard that I could not access the marketplace, and thus, the other city wards, until I’d completed a certain quest chain called The Waterworks, which was proving very difficult for me. What I didn’t know was that I could have just bribed the guard! Noob.

The game continued to be a frustrating experience, but it also had me hooked. Once I’d begun, I devoted all my gaming time to DDO. I began to develop cravings to play, but during the first few months, I kept things under control and only played at night. I avoided overlong sessions and didn’t let the game get in the way of sleep. As a player, I was improving slowly but surely. Refining my tactics and knowing what to expect made a huge difference. Hallifax was hardly a killer build, as a Ranger / Sorcerer / Bard multiclass, he was too thinly spread to be very effective, but his versatility was advantageous for solo play. I mostly ran on Hallifax, but I couldn’t help myself from switching back to Bethanie here and there, nor could I resist the lure of creating new characters. I went back to a few old favourites. Arnalde Holdfast was reborn as a Paladin and Summer Thingis returned as a Ranger, though I was forced to call her Summerr on account of her first name already being taken. As the first name is the most important on a server, and all messaging and mail is addressed to the first name only, it cannot be duplicated.

I didn’t stop with Summerr, either, for I also created a rather hapless chap called Tollande Rollmops. I wanted to see if it were possible to make a purely arcane character work, one who began as a Bard, then took a level of sorcerer before advancing as a wizard. Again, I was locked into my Neverwinter Nights mindset, wherein I believed I could make such a build work and still engage as a melee combatant. Tollande proved, to all intents and purposes, to be almost entirely useless, though he later found a role as my principal auctioneer once I began to flirt with the auction house properly. Had I allocated his stats and feats correctly, he might just have worked as a versatile wizard and spell-point guru, but I was a long way from making full sense of how best to put such a build together. What I also lacked was good equipment.

The main problem I faced in the game, apart from my unwillingness to group, and some ill-planned builds, was that I had no money and was forced to use inferior equipment. It was only when I really began to get a handle on the local economy, after several months of play, that my circumstances began to improve. I figured that my fortunes might improve incrementally as I crept up in levels and slowly acquired more gold, but I could never have predicted the great leap forward that was about to come.

Only those who have played MMOs can truly understand the lure of the auction house. I suspect, however, that Wall Street traders and stockbrokers must go through a similar experience of anxiety, excitement, withdrawal, desire and lust. I lusted after gold as so many have in the past, though the money I set out to make was all, of course, virtual.

When first I began playing I had no idea as to how to make money. The one lesson I hard learned from WoW, however, was that, with the exception of vendor trash, there was potentially a market for everything. If I sold items to a shopkeeper in town, I’d get about 10% of their listed value; yet I could name any price on the auction house. For my first few months, I experimented with the auction house, putting pretty well every piece of crappy loot I found up for auction, including total rubbish like a Ring of Swimming +3 or masterwork weapons. Still, I wasn’t to know what was valuable and what wasn’t, and I priced them so thoughtfully, below purchase price, but above what I got from the vendors, that I managed to sell them. Naturally items would sell according to the laws of demand and supply, yet it takes time and experience to know what is in demand and what’s not. It also takes as long time to learn which items are genuinely rare. Interpreting the value of loot also requires an understanding of the game’s different classes. A new player who has only played a fighter is not going to understand immediately the significance of, say, a Superior Potency III Sceptre, which increases the damage of a wizard or sorcerer’s 1st to 3rd-level spells by 50%.

For the first few months that I played the game I was dirt poor. I’d pick up the crappy loot from low-level chests and sell it to the vendors and brokers for peanuts. I’d auction anything I thought might sell and made some extra pocket money. It took me almost a month just to accumulate 30k gold, which is a drop in the ocean in game terms, considering a decent weapon might sell for between 75k and 250k and possibly much higher. There were items on the auction house being sold for 12 million gold, though I didn’t actually believe anyone could have this kind of money in the game, which was, admittedly, rather naïve of me.

The turning point came with the arrival of my first Festivault. Festivault was the in-game festival which occurred around Christmas time, running for roughly six weeks. During this period, chests would also drop Gold, Silver and Copper tokens which could be exchanged with one of the festival jesters for cakes and cookies that cast spell-like effects in the same way scrolls did. The cakes and cookies, however, cast the spells as though by a high-level caster, say 10th or 15th level, thus giving them greater power, penetration and duration. They also had the advantage of being usable by any character at any level. Initially I used them myself  to assist Hallifax and co. in difficult situations, but one day, whilst checking the auction house, I noticed that certain of these cakes sold for quite remarkable prices. Or, rather, they were listed for a lot of gold, though I did not really believe anyone would spend so much for a single-use item. All the same, it was worth a shot, so I put the cake that cast Blade Barrier as a 15th level spell up for sale at 100k and waited. I didn’t have to wait long, for it was sold within an hour, and suddenly, for the first time in my four stumbling months of play, I had some halfway decent spending money.


I was already playing the game way too much, but it was Festivault that really got me hooked to DDO in a big way. My frustration with the game had been growing, largely on account of my very slow advancement and lack of money. Of course, had I bothered teaming with other players I may have learned the ropes a lot more quickly, but my shyness persisted. Festivault allowed me to buy my first weapons with magic effects on them; it allowed me to buy some decent armour and stack up on wands and potions. I knew that Festivault wouldn’t last forever, so I was reluctant to blow all the money at once and saved a few hundred thousand gold pieces for later times. When Festivault ended, however, I found myself back at square one. Yes, I had made a good deal more money than I’d dreamed of having and had significantly upgraded my equipment, but when the money finally ran out as it no doubt would, I couldn’t see how I was going to make any more of it, apart from the old slow grind.

What I did know was that experienced players had money to burn, and all I need do was find what they needed and grind it. I undertook a new study of the auction house, trawling through every listed item and noting their average prices. This was no small feat as there were countless categories and thousands of different items listed, but I was diligent, and, after all, my Festivault savings were running out rapidly. I needed to find other ways to make money – fast.

I went through my inventories to see if I had anything that might fetch a decent price, but all I had was vendor trash and nothing that seemed to be selling at any sort of decent price whatsoever. Then, one day, about two months after the end of Festivault, I looked again at the “collectables” category.

Collectables were things that spawned from different nodes throughout the game. These nodes took the form of mushrooms, clumps of moss, piles of rubbish and the like, or treasure bags dropped by monsters. From them one could harvest such things as a string of prayer beads, a sparkling dust, a lush cryptmoss, a shamanic totem, a deadly feverblanch etc. There were hundreds of different collectables which could be exchanged with collectors for items such as magic arrows, potions, wands, scrolls, or they could be used in crafting. I noticed now that many of these things were listed for quite staggering prices. A sparkling dust for example, of which I had several in my backpack, was listed at 90k. I hadn’t initially believed anyone would pay such money for them, because I knew nothing about their role in crafting. Yet, on this second look it struck me that with so many collectables listed, surely all these people who auctioned them weren’t deluded. Why hadn’t I thought of this before?

I looked in my collectables bag and noticed I had a number of items that were listed at very high prices. I put a few on offer at a price just below the current minimum and waited. Sure enough, as had been the case with the cakes and cookies, within a very short space of time there was a bite on the line and my sparkling dust sold for 85000 gold pieces. Woot!

I couldn’t believe my good fortune. Deadly feverblanch were listed at 75k each and I had 12 of them in my backpack! Within a couple of days, I’d put everything that seemed to fetch a good price, or a price at all, up for sale. When I sold a Lightning Split Soarwood for 650k, a Luminescent dust for 500k, and a Fragrant Drowshood for 250k, I knew I’d hit the big time. These more valuable collectables were that not easy to find, but nor were they all that rare. Playing as regularly as I did, I found I’d usually get one truly valuable collectable every couple of sessions.

Suddenly, within the space of a month, I had millions of gold pieces. I was now able to purchase elite equipment and blow money on potions and wands with abandon. I went on a spending spree, buying more powerful weapons and finer suits of armour. I began to collect Elven Chainmail, being especially picky about the appearance of particular suits. I might have been a noob on many levels, but my characters were starting to look a lot nicer than previously. They were also a lot more effective.

This business of making money became highly addictive. I started grinding the dungeons I knew had nodes that dropped valuable collectables. It didn’t always work out, but I could usually collect enough in a session to make several hundred thousand gold pieces. The gold fever didn’t stop with collectables either. In the marketplace were brokers to whom one could sell loot for a slightly better price than regular vendors. These people specialised in things such as jewellery or clothing, armour or weapons, and what players sold to them could be re-purchased by other players. Now with more money, and able at last to shop at these brokers, it didn’t take long to realise that people sold a lot of very valuable items to them for a pittance. Again I began to experiment. I used my still relatively limited experience of the game to judge what would be of use to particular classes, studied the prices on the auction house, and began to purchase things. It soon became another vast gravy train and again, I was making hundreds of thousands of gold every single time I logged in.

When I later began to group with other players, I learned that my auction house skills and understanding of the market were quite exceptional. Many experienced players with high-level characters had money not because they worked the auction house well, but simply through gradual accumulation and the discovery and sale of higher-level, more valuable loot. I felt immensely pleased with myself and was popular, as so often rich people are, because I was generous with my money. I bought potions and wands for clerics, scrolls for casters, dished out funds when people were low on cash and even used gold to bribe the odd player whose services were needed to join my party and abandon the second-rate group of hacks with whom they were currently grouped.

On my first run through the Cursed Crypt quest in the Necropolis with Hallifax, I miraculously pulled an extremely rare item of loot called the Scourge Choker. It was a necklace that caused the character, when struck, to enter into an increasingly powerful rage that raised strength and constitution considerably. I really ought to have kept something so rare, but when I saw that it was listed on the auction house for twelve million gold pieces, I couldn’t resist putting it up for auction. Sure enough, it sold at that price, and after the annoying and pointless auction-house tax, I received just over 8 million gold pieces in one fell swoop.

The auction house was horribly addictive. Every time I logged in I would go straight to the brokers, switch through all the instances, buy up all the good equipment and take it to the auction house. It was a thrill checking the post when I logged in to see how much money I had made. It was a challenge estimating the chance of a sale, setting prices, taking a punt on some borderline things that might just be good for a sale. It took me almost forty-five minutes just to manage my finances each time I logged in, before I actually started playing the game. Some days, I didn’t even bother doing any quests and all I cared about was the auction house and the brokers. The other problem with the auction house was that, being on an international server largely populated by American, Chinese and European players, there were far more players on between midnight and the middle of the afternoon than at night, so in order to find more bargains, it was best to log on in the morning when more players meant more instances in the marketplace – to avoid player overload in public areas – and thus, in effect, more brokers with more loot.

Eventually, after two years of play, I was so good at making money and had so much floating around on various characters, that I wanted a new challenge. I switched from the Sarlona server to Ghallanda, started a new 1st-level character called Swimm Lantern and set about levelling him and making money. I raced through Korthos in a couple of hours, made my way to Stormreach and went straight through some low-level quests, collecting everything I could find.

After selling all the junk to vendors, I managed, after a couple of hours, to accumulate around 3000 gold pieces. I took this money straight to the brokers and bought a couple of useful level 1 items people had sold: Boots of Expeditious Retreat and a Cloak of Shield. These items allowed the owner to use said spells three times per rest, and were useful to low-level players. I knew only too well that experienced players starting new characters would look straight away to buy this sort of equipment, and, paying roughly 1000 gold per item, I put them on the auction house at 15k a pop. Sure enough, they sold quickly, whilst I was out getting more loot and collectables. At the end of my first session, I was already on 25k and now able to buy a greater number of low level items to mark up on the auction house. Within three days, I had hit level 5 and made my first million. Most players to whom I told this did not believe a word of it, one even called me a liar – so, in true school playground fashion, I showed him the money, said “suck on that,” and left his shitty group.

Still, I’m getting ahead of myself. For, it was just a few months after I first began to make money, about seven months after starting to play the game, that I finally accepted the invitation to join a group. I’d thought the game was addictive before, but things were about to go to an entirely new level. The longest waking dream of my life was about to begin.

Read Full Post »

“Entertainment can sometimes be hard, when the thing that you love is the same thing that’s holding you down.” – Pulp, Party Hard

It was a simple yes or no question – “Do you wish to uninstall Dungeons and Dragons Online?” – and yet, like so many simple questions before it, it heralded a significant step in my life. I knew what had to be done, I knew that there could only be one answer to the question, yet for a moment I lingered, pondering the consequences. Could I really walk away from the City of Stormreach? Could I really abandon the members of the guild I had only recently begun – The Frozen Spine? Could I honestly leave behind the myriad pleasures of adventuring with friends and strangers in a virtual fantasy world? Would I ever see my wonderful avatars again? The likes of Hallifax Bender, Jasparr Krait of Luskan, Bethanie Brinsett, Honeydrop Sundew, Snowfell Vanish, Arnalde Holdfast, Lucessa Rainsinger, and Yardley “The Scissors” Bruce? Would I really never trade on the auction house again?

What had brought me to this decision was, however, a different set of questions. Did I really want to spend many of my waking hours thinking about characters in a virtual world? Did I really want to suffer further the anxieties of grinding, levelling, equipping my characters, searching for loot and waiting to find a decent group of people to play with? Did I really want to spend hour after hour on inventory management, arranging hotkeys, buying goods from the town pawn-vendors and selling them at profit on the auction house? Did I really want to spend another year in which I barely slept, in which I was merely a ghostly social presence on account of physical and mental exhaustion?

These activities, fun though they could be, were so time-consuming, so thought-consuming, so addictive despite being so repetitive, and ultimately, so utterly pointless, that I could not in any way justify their pursuit a moment longer. What had begun as a hugely fun, thrilling and exhilarating gaming experience then blossomed into an uproarious social experience, had ultimately become a part-time job which required most of my mental faculties, then a dreadful grind wherein I could barely think of anything else. Once I had passed the zenith of pleasure, it took a long while to reach the nadir of despair. I walked away and came back, I took holidays and tried to forget, but ultimately, the lure of the game was so great that only a significant and final step would do the job. And so it was that I pressed the “yes” button, and in an instant, my heart flooded with an unimaginable sense of relief. I felt as though I had put down a very heavy burden. And, indeed, I had.

One of the defining factors of an addiction is the persistence in doing something long past the point of it being any fun at all. The American Society of Addiction Medicine defines addiction in the following manner:

Addiction is a primary, chronic disease of brain reward, motivation, memory and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social and spiritual manifestations. This is reflected in the individual pursuing reward and/or relief by substance use and other behaviours. The addiction is characterized by impairment in behavioural control, craving, inability to consistently abstain, and diminished recognition of significant problems with one’s behaviours and interpersonal relationships. Like other chronic diseases, addiction can involve cycles of relapse and remission. Without treatment or engagement in recovery activities, addiction is progressive and can result in disability or premature death.

Addiction is generally seen as a physical and psychological dependence on drugs or alcohol, yet it can also be characterised as a continued pursuit of activities, despite negative consequences derived from such pursuit. Psychologists have identified many areas of addiction such as gambling, food, sex, the internet, work, exercise, television, pornography, religion, shopping and computer gaming.

I, it would seem, fell into the final category, though it was hardly the first obsession of my life. As a child I had, sure enough, been obsessed with pen and paper Dungeons & Dragons, to the extent that my brother and I once locked ourselves in my room and refused to come down to dinner as we did not wish to stop playing. Later, in early adulthood, I developed an addiction to cigarettes, alcohol and to marijuana, again with varying periods of intensity and rejection and relapse, all, fortunately, now a very long time ago.

Massively Multiplayer Online Role-playing games (hereafter MMOs) can be especially addictive, largely because there is always something to do. There is levelling to be done, there is equipment to purchase, there is loot to seek out, there is the auction house to trawl through, there are rare reagents to find… the list goes on. There are social obligations, group and guild activities, deadlines, events, and so many targets one can set for oneself that the mind boggles. Each game will have its own incentives to keep one playing. The problem is compounded if you have my habit of continually starting new characters or “toons” and running them up with some tricky, experimental build in mind.

Of course, it is also well to remember that everything is potentially very good fun, and people wouldn’t play these games if they weren’t enjoyable. The problem is the sheer amount of time and effort it takes for one to reach the endgame, if one ever gets there at all. It is estimated that players of World of Warcraft have already played for more than six million years in total. I must have spent positively thousands of hours gaming over the years, but nothing took my time away so successfully as DDO.

Much of the time it felt like great fun, though it was often difficult to tell. There is a significant difference between behaviour designed to stabilise one’s mood, and behaviour that produces genuine pleasure. Smoking cigarettes is not only about fulfilling a physical addiction, nor is it necessarily otherwise for the sake of pleasure, but it is also largely about the reassurance it brings from the anxiety of not smoking.

Similarly, people who check Facebook repeatedly often do it less for pleasure than to allay the fear of missing something, or of not being up to date. I won’t attempt to venture an opinion about addictions I have not experienced, such as heroin, suffice to say that where physical necessity is not involved, the desire to do something repeatedly is often driven by anxiety about not doing it, rather than the joy of doing it.

So how did it come to this pass? What drew me in, and what, you may be wondering, was all the fuss about? Well, allow me to explain.

I have always taken my gaming rather seriously. A little too seriously, in fact, for I was a snob about role-playing games. I felt I had a right to be so, however, having cut my teeth on 1st edition Dungeons & Dragons back in 1981, and having played a large number of early role-playing systems such as Middle Earth Role-Playing Game (MERP) / Rolemaster, Runequest and Traveller. Between us, my brother and I owned a large number of other role-playing systems, many of which we read but never played; games such as: Chill, Conan RPG, Call of Cthulu, GURPS, Palladium, Twilight 2000, Paranoia, James Bond RPG and Top Secret. We felt confident from a young age that we could sniff out a pretty decent rules system, and many games simply didn’t cut it; still, they were worth a look. D&D and MERP took the cake by a long shot, so far as rules complexity and functionality were concerned, and I was also most drawn to their themes and settings. The aesthetics of these games were essentially an offshoot of genre fantasy, yet as pioneers in the genre of fantasy role-playing, they had their own mood and style. So far as D&D was concerned, this style shifted considerably with the increased popularity of the game and the employment of better artists such as Larry Elmore, who gave the game a more air-brushed, commercial appearance, yet still retained and expanded the sense of epic fantasy.

The need to rely on the imagination with pen and paper role-playing has always been its greatest strength. Most individuals and locations are accompanied by a description, but not by a picture. Take the following example from module EX2, The Land Beyond the Magic Mirror, by Gary Gygax, first published in 1983.

“This largish room is cluttered indeed. Large, colorful rugs

lie on its hardwood floor. The walls are paneled to about

waist height, and metal brackets with strange, crystal-tipped

torches stick out of them. Several table and floor

candelabra also hold these weird torches. The couch,

chairs, tables, and other furniture are of unusual design and

workmanship. All around the wall are glass boxes that

contain dead insects, or else odd bits of brightly colored

paper stuck on a dark background, placed behind glass,

and framed with wood. Several small animals and birds are

sitting on shelves and tables. They are regarding you with

unwinking stares! In strange contrast to all of this are

numbers of crudely made weapon heads, possibly made by

cavemen, proudly displayed beside the arcane materials

and unknown insects. A large book on a table near the

windows has white pages covered with more small, colorful

bits of parchment. On either side of the windows are shelves

that, in addition to holding the small birds and animals,

contain devices that resemble sun dials stood on edge.

Nearby is a huge mirror (point of entry, possibly) fixed to

the wall. Across from it is a tall thing made of glass, wood,

and metal: a rectangular box at least 7’ tall.”

Once the Dungeon Master has read the above description to the players, a vivid image of the space in which they find themselves will take shape in their minds and they are at liberty to explore the place for clues or whatever it is they may seek. The Dungeon Master will, of course, have further information about the contents of the room, including any nasty or pleasant surprises that may be in store for the group of players, and the DM is also at liberty to embellish the scene at will. The players will also have a quite firm vision of themselves within this space, feeling anxiety and excitement in equal measure for their character who may be on the brink of finding some important information or wondrous item, being poisoned by a trap, falling through the floor, or perhaps facing an attack from the myriad dead animals about the room. As a child, I was constantly transported into these scenes which held me entirely in their grip as events slowly unfolded.

I don’t wish to go too deeply into the lure of pen and paper role-playing games, suffice to say that it is an experience I’ve never forgotten and always longed to return to. As we grew older my brother and I continued to play Dungeons and Dragons and MERP, only stopping when he left home after finishing school. Ever since I have longed to play the game whenever possible, but apart from a few sessions with friends in my final year of high school and an excellent pen and paper campaign in 1994/5 run by my friend Cody, along with the rare revival on a visit to my brother in Brisbane, the sessions have been few and far between. It is largely the difficulty of organising a game that makes it so impossible to play. It also requires a lot of time, a good large table, and a general absence of the nagging bullshit that constitutes adult life, like having to go to work, which is, let’s face it, practically a crime against humanity.

Thus it was, in this barren world without pen and paper role-playing, that I was forced to turn to computer games as a last resort. Computer games had long been an adjunct to pen and paper, yet their lack of graphical sophistication back in the 1980s made them a pretty poor substitute, especially as story elements were usually rather truncated. The first fantasy computer game that attracted my attention was called Phantasie II, which I used to play repeatedly with my friend Mike when I stayed at his house.

Though it was hardly driven by a strong narrative, its length and seemingly epic proportions made the advancement of our party of adventurers a story in itself. It was highly derivative of Dungeons and Dragons – much to our pleasure – and offered a large world to explore full of random encounters, caves, towns and the like. We were certainly very taken with it and for a while it actually superseded pen and paper gaming as a priority.

I have, elsewhere, described the circumstances under which I first encountered the 2nd edition Dungeons & Dragons computer game, Baldur’s Gate, and thus will not go into detail here.

https://tragicocomedia.wordpress.com/2011/03/23/baldurs-gate-in-paris/

My discovery of it, in the year 2000 was, however, the long-awaited moment where something faintly akin to the pen and paper experience was replicated for me in a computer game. I became mildly obsessed with playing Baldur’s Gate at first and had a difficult time walking away from it, yet ultimately, I found I could regulate my interest in it and push it back to playing a mere hour a day. Baldur’s Gate 2, however, was so utterly gripping and engrossing that I could not walk away from it. I first got hold of it late in the year 2001, two weeks prior to flying out from Cambridge to Australia for a home visit, and I basically locked down for two weeks and did nothing else. I played it all day and night, smoking roll-your-own cigarettes, drinking tea and coffee and sleeping a bare minimum to maximise gaming time. Even in two full-time weeks of gaming, I only made it halfway through the game and was forced to walk away only by the pressing need to get down to Heathrow. Upon returning from Australia, with a deliberately perverse glee, I started from the beginning again and put my PhD on hold for another month. When I finally finished the game, I felt so awfully bereft that I kept replaying it, despite its having largely lost the ability to surprise me. Even in the face of the law of diminishing returns, I was still sucked in.

After Baldur’s Gate 2, having seen just how well a computer game could be driven by a strong story, I came to expect all games to provide an equally engaging storyline. Thus, along with many other RPG enthusiasts, I keenly awaited the release of Bioware’s Neverwinter Nights, based on the 3rd edition D&D rules, when it was first announced back in 2001/02. Unfortunately, however, the storyline of Neverwinter Nights proved to be a great disappointment. It lacked intrigue, contained wooden dialogue, and the action elements of the game seemed ultimately repetitive. It was practically an advertisement for itself, a sample of what could be done with the engine, yet not a very engaging game. What the game did provide was an excellent platform from which to play Dungeons & Dragons, for Bioware, bless them, had the foresight to release the toolset with the game, so that writers and modders out there could create their own adventures using the same kit as used by the game designers. It was the community response that ultimately made the game what it should have been from the start. There was a veritable explosion of community-written modules which appeared on www.nwvault.com and elsewhere, some of which provided far superior narratives, more engaging characters, more interestingly designed locations and, in some cases, epic scope of up to 150 hours playing time. The amount of work that people put into these games out of love and the community spirit in assisting the writers and designers with play-testing and advice was astonishing. The NWN vault still holds thousands of modules, many hundreds of which are well worth playing, despite the age of the game engine.

So it was, having long been a snob about pen and paper role-playing systems, I now became a snob about computer games. I had very little interest in action-based games without a sophisticated story, though I could enjoy them as a brief diversion. When it came to the fantasy genre, however, I felt there was no room for compromise. Without a story, without a purpose, without the ability to change the world one inhabited, I felt there was no point playing. It was in this spirit, with this attitude quite firmly established, that I first encountered MMOs.

I had certainly heard plenty about MMOs since they first became broadly popular. Everquest, released in 1999, was the game making all the headlines long before World of Warcraft appeared on the scene. The nicknames which Everquest earned make play of its addictive qualities: NeverRest and EverCrack. Everquest was so time-consuming for many players and caused so many broken relationships that an online support group called EverQuest Widows was created, along with sites such as www.GamerWidow.com It became a commonplace for people to apply the suffix “aggro” to whatever called them away from the game or interrupted their attention: “wife-aggro”, “girlfriend-aggro”, “work-aggro” and, indeed, “life-aggro.”

It was clear that the emerging social and cultural phenomenon of the MMO was out of the bag once newspapers began commenting on it outside of their game review sections. Attention was initially largely focussed on people’s playing habits and the buying and selling of virtual property for real money. MMOs were not merely seen as games, but as “chat rooms with a graphical interface”. They were social experiences, and thus, to all intents and purposes, legitimate virtual worlds in which people lived parallel virtual lives.

Despite the attention given to MMOs and their apparent popularity and attractions, I was not initially interested in playing them. This was largely on account of my perception that they were not driven by strong narratives, but instead focussed on goals that were accumulative – repeating actions and quests over and again to level characters and gain items and money. It didn’t appeal to me, though I knew very little about the actual nature of the games and made rather a few too many assumptions.

When I moved back to Cambridge from Sydney in 2006 and caught up again with my old friend and colleague Chris, I found him in the grip of a heavy obsession with World of Warcraft. He and I had, some years ago, shared a strong interest in BG1 and 2 and we often discussed computer games from an objective point of view, being curious about their design and indeed potential. I was, in the case of MMOs, a little too subjective and decided they weren’t for me. However, after spending some time watching Chris play WoW, I found myself increasingly drawn to the possibilities of such a game. Most of all, its scope was very attractively broad, with a whole, vast world to explore – then consisting of two major continents. I liked the fact that travel had to be done manually – players were forced to run, fly, walk or take a ship across large tracts of land or ocean. There was a lot of variety in the terrain and nature of the encounters, though many of the quests and tasks were disappointingly dull and repetitive. I thought it was time to stop disparaging it and give it a go. Sure enough, as I began co-teaching a summer school with Chris in Pembroke College, I took a small attic room in central Cambridge with a fast broadband connection, installed the game and got underway.

It’s fair to say I was quickly hooked. Despite the absence of any strong narrative and the relatively mindless nature of all the quests and objectives, I was sucked in by the scope and free-flowing nature of the world. Most of the games I’d played previously worked on a far more restricted plane. One entered a particular area, be it a dungeon, a town, a cave, a forest or open plains, but to progress to the next map or area required a transition. There were limits to the world, limits to the map. What made WoW so interesting was that there were no limits. It was possible to continue walking in any direction until the geography literally ran out at the coastline, after which one could take a ship across the sea. When one needed to travel longer distances over land, one could hire a griffin and fly across the continent, and one would indeed fly over the land in journeys that could take five to ten minutes. It was always an excellent opportunity to make a cup of tea if I wasn’t busy being mesmerised by the beating wings of the great beast I was riding, or the landscape passing underneath.

Having said that, on the whole I found the game graphically disappointing. The female characters all had man-hands and most races looked silly rather than interesting or attractive. The scale of things was also horribly out of proportion, with avatars often being completely dwarfed by vast cobblestones or planks of wood six times wider than their bodies. I found this to be very annoying, though I should have let it go. Another thing I did not immediately warm to was the sheer number of people active in the game at any given time. I understand now that populated servers are a bonus, but with so many people running around and jumping over my head, it felt like a silly cartoon and not an immersive fantasy game. I didn’t like it either that the world could not be changed. If I finished a quest then nothing in the world was permanently effected; I could just do it again or watch countless other people do it around me. It all seemed rather pointless and meaningless, and yet, I was continually drawn back to playing.

It was when I discovered that I could make in-game money on the auction house by finding ingredients, mixing certain reagents and putting them up for sale, that the game really began to interest me. This real, living economy was something no single-player game could replicate. The other thing that held my attention was the crafting. I chose cooking and fishing for my character and spent the vast bulk of my time doing both of these activities. In fact, in a month of playing, I only made it to level 18, but I had maxed my cooking and fishing skills to their highest possible level. Whenever I got a whiff of a good catch, I’d pop out a line and sit there reeling them in. It was quite therapeutic and I learned a number of recipes either for refining reagents from the fish, or cooking them to make potions and salves that could be sold on the auction house.

It goes without saying that the principal objective of MMOs is teaming up with other players, but I hardly ever grouped at all. It was partly because I wasn’t used to it and felt rather timid, but also because, being a noob, I was afraid of the censure of more experienced players. It should have occurred to me that there were no doubt many other noobs around as well, and the few times I did team up with other players, they were kind and helpful, but I still couldn’t seem to snap out of my single-player mentality. Indeed, the only other multiplayer gaming I’d done, apart from console-based hand-to-hand combat games, was playing linked Neverwinter Nights with my friend Mike and also with my brother. That seemed a far preferable style of gaming as, despite being localised to a module with limited areas and a closed story, there was at least a strong narrative driving the adventure, which, when well-written, brought emotional engagement. I also found Neverwinter Nights to be more immersive on an atmospheric level, if only for not having random idiots jumping over me all the time as they ran around Azeroth.

So it was that World of Warcraft had me hooked, but with deep reservations. What bugged me most of all about the game was that it was impossible to multi-class. One was either a mage, a druid, a hunter and so on, and each class was restricted in the items they could use or armour they could wear. I found this awfully simplistic compared to the variety and complexity of Dungeons & Dragons and couldn’t stand the thought that no matter what I did, I’d have pretty well exactly the same build as everyone else playing the same class. It reminded me of the arbitrary silliness of 1st Edition D&D wherein a Magic-User (read Wizard) was not allowed to use any weapon other than a dagger, dart or staff and could wear no armour whatsoever. Why exactly? Could they not take combat training as well? But before the introduction of the feat system, and the freeing up of class combinations with the 3rd edition rules, this was not possible.

After a month, my reservations had mounted and I was concerned about the time I was spending online, so I walked away. What really got me to walk, however, was the release of Dungeons & Dragons Online. The game had hit the shelves a few months before and CodeMasters, who were running the servers in Europe, were offering free ten-day trials of the game. I signed up, downloaded the game and got Chris to join me in our initial trial.

I was, I have to say, initially quite impressed. The action had a nice flow to it, the combat was exciting and the strict adherence to the D&D 3.5 edition rules, with a few necessary tweaks to make the game workable, made me a lot happier with the structural aspects of the game. What I didn’t like at all was that I couldn’t seem to make any progress, largely on account of being unwilling to team up with other players. Chris dropped out quite early in the trial and I played on until the tenday expired, soloing with very limited success. Again I felt too shy to accept the random party invitations I received from other players and just skulked about the city of Stormreach in a hopelessly ineffectual manner, wondering what was wrong with me. When the ten days expired, I uninstalled the game from my laptop, went back to playing Neverwinter Nights and drooling over screenshots of The Elder Scrolls IV: Oblivion and thought that would be the end of it.

Fast forward to 2008. I had returned from the UK to Australia and was busy finishing my Masters in Creative Writing, which I had deferred for two years. I was doing my best to avoid playing any games at all, in order to focus on my writing. There were the occasionally lockdowns with Neverwinter Nights 2 and Civilization IV, but on the whole I managed to remain disciplined until I got hooked modifying Oblivion. This process seemed to open the floodgates again, and once I had finished my degree, having no immediately pressing deadlines, the craving to spend my time immersed in virtual worlds returned.

I have a hard time resisting desire once it is firmly rooted in my mind, and the desire to play computer games seems so innocuous on so many levels, that it’s easy enough to satisfy it without feeling like a heroin addict or smoker. The first true addiction I ever had to a computer game was the first iteration of Sid Meier’s Civilization, back in the early 90s. I didn’t have a computer myself and so had to head around to my friend Mike’s place to play it, but once I got hold of his computer I was very difficult to dislodge. I could sit there all night, until dawn, swilling cask wine, smoking cones and building a civilization to stand the test of time. I was, between 1993 and 1995, living with my then girlfriend Kirstin, and she became very annoyed with me for spending whole nights out without calling, because I simply could not drag myself away from the screen to use the telephone.

I repeated the same behaviour regularly at my friend Rob Curtis’ place; sitting in his front room until the sun rose and then some, unable even to bring myself to go to the toilet. And it wasn’t only the dreaded Civilization that could hold me in its thrall. When Kirstin got her first PC computer, a second-hand 486, I installed Centurion: Defender of Rome on it and, in my first game, played from 2130 one evening until 1300 the following afternoon, only leaving the chair once to go to the toilet and get a glass of water. So the pattern was established early, indeed, it had long been established in the pen and paper days when my friend Gus coined the phrase “five o’clock maniacs” aged 12, after we repeatedly stayed up all night playing Dungeons & Dragons with my brother. When Civilization III came out I was living in Rome doing a post-doc at the British School at Rome. I had submitted my PhD on the 3rd of January 2003 and flown straight there, completely exhausted after four months spent working like a dog until dawn every night and sleeping four hours a day. I had no interest in doing any more work ever again at the time, and when, a week later, I bought the Italian version of the game, all hope of a future academic career died. I had some of the greatest sessions of my life in that place, fuelled by daily visits to ruins, museums and galleries. Armed with a bottle of primitivo, I’d fire it up for positively hours on end. It seemed that when it came to gaming, I was built for immersion – for commitment to the long haul. “Close the curtains and get the heater, bro, this is a lockdown.”

And so it was, around September 2008, that, bored with games I was playing and looking for a new experience and challenge, I began to consider giving Dungeons & Dragons Online another go. After all, most MMOs take a couple of years to get up and running, so far as the in-game economy is concerned, and ironing out problems with the gameplay and interface. I figured that this one had had sufficient time to mature and that it might well be worth another look. I signed up for another ten-day trial, downloaded the game and, after an absence of just over two years, found myself back on the streets of Stormreach.

Read Full Post »

« Newer Posts - Older Posts »