characters were getting and how much trouble was involved in getting it. Characters passing across the Gobi desert in November of the year 5000 B.C. would have to spend more time worrying about food than, say, ones who were traveling across central Illinois in 1950.
Randy was hardly the first game designer to notice this. There were a few incredibly stupid games in which you didn't have to think about food, but Randy and his friends disdained them. In all of the games that he participated in, or that he himself designed, you had to devote a realistic amount of effort to getting food for your character. But it was not easy to determine what was realistic. Like most designers, Randy got over the problem by slapping together a few rudimentary equations that he basically just pulled out of thin air. But in the books, articles, and dissertations that Andrew Loeb was borrowing through ILL, he found exactly the raw data that a mathematically inclined person would need to come up with a sophisticated rules system based on scientific fact.
Simulating all of the physical processes going on in each character's body was out of the question, especially in a game where you might be dealing with armies of a hundred thousand men. Even a crude simulation, tracking only a few variables and using simple equations, would involve a nightmarish amount of paperwork if you did it all by hand. But all of this was happening in the mid-1980s, when personal computers had become cheap and ubiquitous. A computer could automatically track a large database and tell you whether each character was well-fed or starving. There was no reason not to do it on a computer.
Unless, like Randy Waterhouse, you had such a shitty job that you couldn't afford a computer.
Of course, there's a way to dodge any problem. The university had lots of computers. If Randy could get an account on one of them, he could write his program there and run it for free.
Unfortunately, accounts were only available to students or faculty members, and Randy was neither.
Fortunately, he started dating a grad student named Charlene at just about this time.
How the hell did a generally keg-shaped guy, a hard scientist, working a dead-end Clerk Typist job, and spending all his spare time in the consummately nerdy pastime of fantasy role-playing games, end up in a relationship with a slender and not unattractive young liberal arts student who spent her spare time sea kayaking and going to foreign films? It must have been one of those opposites-attract kind of deals, a complementary relationship. They met, naturally, in the ILL office, where the highly intelligent but steady and soothing Randy helped the highly intelligent but scattered and flighty Charlene organize a messy heap of loan requests. He should have asked her out then and there, but he was shy. Second and third opportunities came along when the books she'd requested began to filter up from the mailroom, and finally he asked her out and they went to see a film together. Both of them turned out to be not just willing but eager, and possibly even desperate. Before they knew it, Randy had given Charlene a key to his apartment, and Charlene had given Randy the password to her free university computer account, and everything was just delightful.
The university computer system was better than no computer at all. But Randy was humiliated. Like every other high-powered academic computing network, this one was based on an industrial-strength operating system called UNIX, which had a learning curve like the Matterhorn, and lacked the cuddly and stylish features of the personal computers then coming into vogue. Randy had used it quite a bit as an undergraduate and knew his way around. Even so, learning how to write good code on the thing required a lot of time. His life had changed when Charlene had come along, and now it changed more: he dropped out of the fantasy role-playing game circuit altogether, stopped going to meetings of the Society for Creative Anachronism, and began to spend all of his free time either with Charlene or in front of a computer terminal. All in all, this was probably a change for the better. With Charlene, he did things he wouldn't have done otherwise, like getting exercise, or going to see live music. And at the computer, he was learning new skills, and he was creating something. It might be something completely useless, but at least he was creating.
He spent a lot of time talking to Andrew Loeb, who actually went out and did the stuff he was writing programs for; he'd disappear for a few days and come back all wobbly and haggard, with fish scales caught in his whiskers or dried animal blood under his fingernails. He'd ram down a couple of Big Macs, sleep for twenty-four hours, then meet Randy in a bar (Charlene wasn't comfortable with having him in the house) and talk learnedly of the difficulties of day-to-day life, aboriginal style. They argued about whether aborigines would eat the more disgusting parts of certain animals or throw them away. Andrew voted for yes. Randy disagreed-just because they were primitive didn't mean they couldn't have taste. Andrew accused him of being a romantic. Finally, to settle it, they went up into the mountains together, armed with nothing but knives and Andrew's collection of exquisitely crafted vermin snares. By the third night, Randy found himself seriously thinking about eating some insects. 'Q.E.D.,' Andrew said.
Anyway, Randy finished his software after a year and a half. It was a success; Chester and Avi liked it. Randy was moderately pleased at having built something so complicated that actually worked, but he bad no illusions about its being good for anything. He was sort of embarrassed at having wasted so much time and mental energy on the project. But he knew that if he hadn't been writing code, he'd have spent the same amount of time playing games or going to Society for Creative Anachronism meetings in medieval drag, so it all zeroed out in the end. Spending the time in front of the computer was arguably better, because it had honed his programming skills, which had been pretty sharp to begin with. On the other hand, he'd done it all on the UNIX system, which was for scientists and engineers-not a savvy move in an age when all the money was in personal computers.
Chester and Randy had nicknamed Avi 'Avid,' be cause he really, really liked fantasy games. Avi had always claimed that he played them as a way of understanding what it was really like to live in ancient times, and he was a maniac about historical authenticity. That was okay; they all had half-assed excuses, and Avi's historical acumen frequently came in handy.
Not long after this, Avi graduated and disappeared, and popped up a few months later in Minneapolis, where he had gotten a job with a major publisher of fantasy role-playing games. He offered to buy Randy's game software for the astonishingly large sum of $1000 plus a small cut of future profits. Randy accepted the offer in its general outlines, asked Avi to send him a contract, then went out and found Andrew boiling some fish guts in a birchbark kettle atop a Weber grill on the roof of the apartment building where he lived. He wanted to give Andrew the good news, and to cut him in on the proceeds. What ensued was a really unpleasant conversation, standing up there in a pelting, spitting, wind blown rain.
To begin with, Andrew took this deal far more seriously than Randy did. Randy saw it as a windfall, a lark. Andrew, who was the son of a lawyer, treated it as if it were a major corporate merger, and asked many tedious and niggling questions about the contract, which did not exist yet and which would probably cover a single piece of paper when it did. Randy didn't realize it at the time, but by asking so many questions for which Randy had no answers, Andrew was, in effect, arrogating to himself the role of Business Manager. He was implicitly forming a business partnership with Randy that did not, in fact, exist.
Furthermore, Andrew didn't have the first notion of how much time and effort Randy had put into writing the code. Or (as Randy was to realize later) maybe be did. In any case, Andrew assumed from the get-go that he would share a fifty-fifty split with Randy, which was wildly out of proportion to the work he'd actually done on the project. Basically, Andrew acted as if all of the work he'd ever done on the subject of aboriginal dining habits was a part of this undertaking, and that it entitled him to an equal split.
By the time Randy extricated himself from this conversation, his mind was reeling. He had gone in with one view of reality and been radically challenged by another one that was clearly preposterous; but after an hour of Andrew's browbeating he was beginning to doubt himself. After two or three sleepless nights, he decided to call the whole thing off. A paltry few hundred dollars wasn't worth all of this agony.
But Andrew (who was, by now, represented by an associate of his father's Santa Barbara law firm) vehemently objected. He and Randy had, according to his lawyer, jointly created something that had economic value, and a failure on Randy's part to sell it at market value amounted to taking money out of Andrew's pocket. It had become an unbelievable Kafkaesque nightmare, and Randy could only withdraw to a corner table at his favorite pub, drink pints of stout (frequently in the company of Chester) and watch this fantastic psychodrama unfold. He had, he now realized, blundered into some serious domestic weirdness involving Andrew's family. It turned out that Andrew's parents were divorced and, long ago, had fought savagely over custody of him, their only child. Mom had turned into a hippie and joined a religious cult in Oregon and taken Andrew with her. It was rumored that this cult engaged in sexual abuse of children. Dad had hired private dicks to kidnap Andrew back and then showered him with material possessions to demonstrate his superior love. There had followed an interminable legal battle in which Dad had hired some rather fringey psychotherapists to hypnotize Andrew and get him to dredge up repressed