Wolf in White Van Read Online Free Page B

Wolf in White Van
Book: Wolf in White Van Read Online Free
Author: John Darnielle
Pages:
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the innumerable and potentially terminal signal stops on the road to the star fort, and she looked at it over the siderail for some time, scrunching up her brow. I could feel her, scrutinizing my work, her eyes following the spindly arms of a mutated star, and then looking at my face as my undistracted bandaged hands determinedly cornered right angle after right angle. I knew she wanted to ask what I was doing, but I had the advantage. Nobody liked to see me speak.
    The way you play Trace Italian seems almost unbearably quaint from a modern perspective, and people usually don’t believe me when I tell them it’s how I supplement my monthly insurance checks, but people underestimate just how starved everybody is for some magic pathway back into childhood. Trace Italian is a mail-based game. A person sees a small ad for it in the back pages of
Analog
or
The Magazine of Fantasy and Science Fiction
—maybe he sees the ad month after month for ages—and then one day he gets bored and sends a self-addressed stamped envelope to Focus Games, and I send him back an explanatory brochure. The brochure gives a brief but vivid sketch of the game’s imagined environment—no pictures, just words—and explains the basic mechanics of play: a trial subscription buys you four moves through the first dungeons, and five dollars a month plus four first-class postage stamps keep a subscription current. I boil down handwritten, sometimes lengthy paragraphs that players send me to simple choices—doesthis mean
go through the door
, or
continue down the road
?—and then I select the corresponding three-page scenario from a file, scribble a few personalized lines at the bottom, and stuff it into an envelope. They respond with more paragraphs, sometimes pages, describing how they move in reaction to where they’ve landed. Eventually they recognize the turns they’ve taken as segments of a path that can belong only to them.
    A player’s first move isn’t necessarily the truest or clearest view of that person I’ll get, but it’s often the most naked, because it takes a while to situate yourself within an imaginary landscape. When you respond to the initial subscriber packet with your opening move—when you come to the bridge—you haven’t had a chance to get much sense of the game’s rhythms, so you’re awkward, halting, more likely to overplay your hand. The open path at the overpass gives way to grand schemes, huge, multipart responses, whole narratives from within the canvas newly forming inside the player’s imagination. I keep myself out of it; I interpret and react, like a flowchart responding flatly to a person who’s asking it how to live.
    I did it this way for years, mechanically helping people through the chambers of my original hospital vision, occasionally even typing out fresh moves one page at a time on an IBM Selectric, my face hot with bandages, the work distracting me from my circumstances. The advent of the internet looked like it would kill off the game, and I wondered what I’d do for work, but people will surprise you. By 2003—long after most of the magazines that had served as initial points of entry had stopped publishing, the few left displaying my ads to fewer and fewer subscribers—the number of dedicated players had risen to the mid-hundreds, none of whom were atall interested in shifting their daily play over to video games or MMORPGs. My rate had risen with the times, to ten dollars a month. There were websites that scanned and posted as many moves as they could collect, but not many people interested in seeing the moves out of turn: the point was the play. And beyond all that, plenty of people had been involved too long to turn back. Their quiet fervor attracted a few new curious seekers each month, and the replacement rate was more or less constant—people sometimes grew out of the game or got frustrated with their progress, but a few more always came along to take their place. The core was
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