The Collecting Game: Urban Legends and What Entropy Means to Me
There are indeed urban legends at work in the Collector’s market. For example, the entire print order of George Alec Effinger’s first novel, What Entropy Means to Me (Doubleday, 1972) was supposedly pulped before publication (almost certainly untrue).
We associate Doubleday with very short print-runs, quickie pulpings, and fabulously high collector’s prices. Many of the most expensive books in our field are Doubledays. (Specifically, early Heinlein, early Zelazny, early King.)
What Entropy Means to Me is not a rare book, even in non-ex-library copies. I have one. It may be that the price is still low because the demand is low, but this is not a hard book to obtain.
What I have always heard is that it was Zelazny’s Creatures of Light and Darkness which was mistakenly pulped prematurely. Apparently they planned to pulp something else, most likely Nine Princes in Amber, and pulped the wrong one, which resulted in Creatures only being in print a few months.
Meanwhile, most copies of Nine Princes were sold to libraries and were either defaced or destroyed. In retrospect this became a very sought-after title, and thus one of the great collector’s items of SF. There is one on Abebooks right now for $8,500.
How cool is this? Wizards of the Coast has released an updated version of Gary Gygax’s 1979 classic The Village of Hommlet, one of the most celebrated AD&D adventures and the first part of the notoriously difficult
Yesterday’s deliveries here at the Black Gate rooftop headquarters yielded — among the usual bills, magazines, and spare parts for the plutonium-powered signal beacon — a review copy of Detour to Otherness, by Henry Kuttner & C.L. Moore.
Collector prices are not always rational, as I think most collectors know. They can be fueled by hysteria. As many collectors have noticed, Clive Barker futures are very soft these days. Only the first British hardcovers of the Books of Blood and the British first of The Damnation Game have retained their value. There was a time, within a year or so of publication, when the advance galley of the American edition of Weaveworld could easily bring a hundred dollars. The last time I sold one, I bought it for $1.00 and got $10.00; but that was years ago. Nowadays you would be lucky to get five dollars for a copy. American firsts of Barker, or even galleys of same, are virtually worthless.
Role-playing games have always interested me because, at heart, they’re about stories. They’re ways to tell stories that you don’t know in advance, ways to bring people together to create something unpredictable but still structured in a narrative form. Now, that said, the question is: how do you go about doing that? If you’re writing a module, an adventure, that referees are going to pick up off a store shelf (or download from a web site), what do you give them to help create that story with their players?
I bought my first copy of Dhalgren in the late 70s. If memory serves, I accidently dropped it in the sink shortly thereafter. It swelled up and got sorta lumpy, even after it dried.