I started reading Dungeon of Doom worried that it would miss the point when it came to discussing role-playing games. I ended it wondering why Joe was my favorite Hardy.
First, the role-playing game aspect. Chet invites Frank and Joe to watch him and the Greater Bayport Area Wizards and Warriors Club. Why would Frank and Joe want to spend an afternoon off watching a role-playing game? Playing an RPG — sure, I could get that. I do that. But watching? I dunno. If the game is exciting enough that Frank and Joe are interested, they should play; if it isn’t, they’d be bored either way. I suppose watching an RPG makes more sense than going shopping at the Bayport Mall with their girlfriends (also an option), but only a hairsbreadth more.
A role-playing game, for those who are unfamiliar, is a game without a board. Instead, a narrator of sorts tells a story in which the players are also characters. These characters are often heroic personas; at the very least they have abilities that exceed most people’s. The players influence the course of the story by the decisions their characters make. When something happens that involves some degree of chance and / or skill, like diving out of the way of a sudden attack or firing a weapon under duress, players and the narrator (generically called a game master) roll dice. The dice can be the standard six-sided dice everyone is familiar with or dice with more sides: eight, ten, twelve, or twenty are the most common.
The most famous role-playing game is Dungeons & Dragons, a fantasy-themed RPG. In Dungeon, Chet and his new friends are playing Wizards and Warriors, an obvious analogue. (Wizards and Warriors was also the name of a 1987 Nintendo game, a 2000 Windows video game, and a short-lived 1983 TV series.) The game master is called the Wizard Master (in D&D, the role is called a Dungeon Master). The description of the game play is largely within the realm of what you’d expect a fantasy RPG to be like. Each character has stats — in this case, stamina, strength, and intelligence — that determine how well he does things. Some characters swing swords; others use magic. Standard stuff, really. There’s even a rule lawyer: someone who knows every rule and is willing to use them to get the most out of the game.
Other aspects are unusual at best. The Wizard Master rolls dice for everyone, which is unusual but not unprecedented. All the players are dressed up as their characters; today, that’s called “cosplaying,” and it isn’t unusual, but few people do it when the only people who see them are a small group of fellow players. Chet’s character uses karate, which is dumb for a European-type setting, but even the original D&D had a class of characters who used martial arts. The only spell used has the stupid name of “Fribjib” and turns people into frogs; most spells have names that relate to what they do, poetically or literally. One of the teens is described as a “champion” W&W player (5), which is strange — RPGs are cooperative, not individual, and rarely does anyone win.
So the RPG is OK. But Joe — Joe’s the worst.
I have that written down a lot in my notes, although usually it’s expressed in saltier language. (I may have compared Joe to a specific bodily sphincter.) When Chet greets the brothers wearing his costume, Joe says he looks “even dumber than usual” (2). When the GBAWWC starts playing, Joe asks Frank, “Is this weird or what?” (8). After being pressured into playing W&W because of a player absence, Joe’s character dies almost immediately because he didn’t bother getting other players’ input, and he whines about it. (He almost resorts to fisticuffs when another player razzes him about it.) Later, when one of the players is enjoying the game-turned-real the villain has put everyone into too much, Joe says, “Maybe you should get out more … Stop playing so many games. Start living a life” (75). This paints the picture of a person who doesn’t want you to like something because he thinks it’s weird — a classic jock bully.
Later, Joe tells Chet he wouldn’t fit through a hole that is “only wide enough for a small Buick” (18). He accuses one of the other players, Derek, of being the villain before there’s any evidence, just out of personal animosity. He assaults Chet to get him to stop singing because “the echoes in this room make it sound like there are four of you … and one of you sounds bad enough” (49). Whenever Derek trades insults with Joe, Joe responds with violence; when Derek meets Joe’s challenge and defeats him, Derek apologizes for the violence, but Joe says, “That and a handful of quarters will buy me a soda” (74) When Derek offers good, constructive ideas on how to get Frank out of a partially triggered death trap, Joe says, “Get lost … I don’t want your help!” (79).
He’s really the worst! If a secondary character acted like him, we’d suspect that character of being the villain. We’d expect him to be the villain.
In contrast, Derek’s a delight. It’s amusing to see Joe fall apart in front of someone as accomplished, in his own way, as the Hardy boys. Derek is the county swimming champion and a football player. He has scholarship offers from MIT and Harvard, where he will study physics or molecular biology. When he tells the others this, Joe says, “I think I’m going to be sick” (37).
Derek needles Joe repeatedly, but he’s funnier than Joe, and he never tries to escalate the situation into assault, which is Joe’s default setting. When Derek finally snaps and challenges Joe to a duel with (fake) swords, he apologizes for thrashing Joe, who’s a sulky dink after being outclassed. (Why didn’t you remember your fencing lessons from the revised Clue of the Broken Blade [#21], Joe?) Derek’s gibe about Chet’s weight is gentle. When he and Frank boost Chet into a hole, Chet says, “Here goes nothing.” Derek’s reply is, “I’d say you’re a little more than nothing, Morton. How much do you weigh?” (62). (Frank’s rejoinder is funny, if a tad crueler: “That’s a state secret … if the Russians found out, they’d build an army of Chet Mortons and eat the rest of the world into submission.”)
Derek has two bad moments: the first is when he says a girlfriend he broke up with “was hardly [his] intellectual equal” (37), which sounds snooty at best and sexist at worst. But he’s a teenage boy; it’s not like he’s probably going to be that good at expressing his emotions. Besides, she might not have cared for intellectual exploration, for all we know, and he’s bad at expressing his opinions of that.
The second bad moment is when he decides to be friends with Joe, the worst person in the world. He even offers Joe tickets to “the big game” in New York (148). He’s even willing to ditch his current girlfriend to go with Joe. What sport is the big game? Who knows! Whatever it is, Frank’s jealous. Stupid, Derek, stupid. You’re going to regret this.
So that’s about it … oh, wait, that’s right. There’s a mystery here.
The plot gets going just after Joe’s character (Sir Joe) dies and he (the real Joe) tries to assault Derek. Tim Partridge, one of group’s members, says another member, Barry, is probably trapped in the Dungeon of Doom. It turns out the Dungeon is where they play sometimes; it’s located on the outskirts of Bayport, in a mine abandoned because it was partially flooded by the Bayport Reservoir. This reservoir must have been built to replace the Tarnack Reservoir, which was new in 1948 when it appeared in The Secret of Skull Mountain (#28). The Tarnack Reservoir, located 20 miles from Bayport on Skull Mountain, replaced the Upstate Reservoir as Bayport’s water supply.
All I can say is that I’m glad the Dungeon of Doom has nothing to do with steam tunnels under a university.
Anyway, Barry suspected something weird was going on around the Dungeon, and he arranged to meet Tim near it. But when he got there, he found a note warning him away. Frank and Joe want to go to the police immediately, but the GBAWWC doesn’t: if the police are called in, they’ll lose their Dungeon, and it would be a shame to do that if it’s a false alarm. Derek says they’ll check out the dungeon, then call the police if anything is wrong. Frank and Joe reluctantly agree to this sensible compromise.
Once they arrive, though, a cave-in traps them in the Dungeon. You have to expect that when you go underground with the Hardy Boys! (See The Flickering Torch Mystery, #22; The Submarine Chase, #68; Cave-In!, #78; The Roaring River Mystery, #80 … that’s not as many as I thought. I must be missing a few.) The dungeon / mine has been set up to serve as a real physical / mental challenge for the kids by a “Secret Wizard Master.” Traps include such classics as the carpet-over-the-pit trap, which Joe falls into immediately, and the shifting-room trap, in which a room is balanced so that when enough people shift to one side, the room tilts and dumps everyone down a shaft. Classic RPG traps, both of them. (The Secret Wizard Master also uses the no-key trick: the kids reach a door they don’t have a key for, so they sit down to figure out the “trick.” The trick is that the door isn’t locked.)
They also have to deal with morons within their ranks. When they find food left by the Secret Wizard Master, Frank makes the unilateral decision to drop it into a mine shaft on the off chance it’s poisoned. Chet lunges at the food and drops the group’s only light. Only by luck does the lantern not fall into the shaft as well.
The Secret Wizard Master, it becomes apparent, is one of the GBAWWC. So now we’ll dive into the suspect pool!
- Pete Simmons: He’s the real Wizard Master, and according to Win Thurber, he had access to the published adventure the Secret Wizard Master based everything on. Pete says the adventure was stolen before he could see it. More damningly, Pete is a psychology student at Gates College; he’s writing a paper titled “The Role-Playing Game as Adolescent Bonding Ritual.” I admit, with a title like that, I thought he was engineering everything to get more material.
- Win Thurber: A small kid who attends Bayport High School, although Frank and Joe don’t remember him. (Win says everyone knows the Hardy Boys, though.) He works at Bergmeyer’s, a department store in Bayport Mall, and gets stuff to outfit the Dungeon at a discount. He enjoys games more than anything else, and Frank and Joe accuse him of enjoying their predicament too much. He explodes at Frank and Joe when they condescend to him about his love of games and lack of friends. “Maybe you just haven’t tried,” Frank says. “Try some clubs at school. Make some friends” (76). Joe offers to throw Win a pizza party at Mr. Pizza with their friends: “Maybe you’ll get along with them.” Ugh, popular people have no idea how hard high school is.
- Derek Hannon: He’s delightful — witty, an athlete, and a brain. He’s only on this list because Joe hates him. If Joe hates him, though, that must mean he’s awesome.
- Tim Partridge: The 14-year-old who warned them something was wrong. Since his mother was expecting him home, he didn’t go into the Dungeon.
- Barry Greenwald: Tim’s classmate. He disappeared before the story began — or maybe he only wanted people to think that.
It turns out the Secret Wizard Master is Win, who is really a high-school dropout who is much older than he appears. He has been stealing consumer goods from Bergmeyer’s and storing them in the mine. He and his two goons capture the GBAWWC when the fun of the Dungeon of Doom runs out. Win’s plan is to make the kids swim in the cold waters of the reservoir until they drown, which will keep their bodies hidden for a long time. Despite Joe’s “nasty personality” (129) — hey, Win might be a murderous crook, but he’s not wrong — he accepts Joe’s offer of a sword duel before the executions. He handily defeats Joe, just as Derek did, but he’s not prepared when Joe kicks him in the knee. He stumbles backwards into a strut keeping water at bay. The strut fails, and it’s a race against time to get out.
Well, the characters are racing against time. The readers will likely be checking their watches as the ending is drawn out. But everyone manages to swim to safety, and the good guys catch all the bad guys. Win’s goons are put in jail, Win is released to his mother (despite him being a legal adult), and Chet raids the police snack machines.
The story ends with Chet suggesting a new hobby for himself — spelunking — now that role-playing games have proved too much for the couch warrior. But spelunking isn’t a new hobby; Chet spelunked his way into danger in The Mystery of the Chinese Junk (#39). Joe tells him to “keep his ideas to himself,” although I’m not sure whether that’s because he has cave-related trauma, because he’s sick of Chet’s hobbies, or because he remembers Chet was a spelunker before, even if Chet doesn’t. In any event, it’s nice to know Joe remains consistent to the end: a jerk.
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