The Dark Menace of the Universe

The Dark Menace of the Universe
by Tom Filsinger

The Dark Menace of the Universe
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Book Summary Information

Author: Tom Filsinger
Edition: Paperback
Published: 2005-07-12
ISBN: 0970263147
Number of pages: 225
Publisher: Brust Books

Book Reviews of The Dark Menace of the Universe

Book Review: Not Just About Creativity, But Also Individuality
Summary: 5 Stars

Last month Tom Filsinger, Associate Professor of Psychlogy at Jamestown Community College in Jamestown, New York and creator of the Champions of the Galaxy wrestling game, released his memoir. To commemorate the occasion, he included a limited edition playing card featuring a science fiction version of himself in the game, aptly named "The Dark Menace", and also tied in nicely with the twentieth anniversary of Champions of the Galaxy.
I only know Tom through the Champions of the Galaxy game, which is a card and dice wrestling game set in the far-flung future that has spawned countless spin-off and expansion sets, both officially made by Filsinger Games, and homemade "bootleg" sets. Nevertheless, as a writer Tom has long been an inspiration of mine, so I was eager to receive this book, which is a memoir on his life, creativity and Champions of the Galaxy.
Before I begin this review, you have to understand what a Dark Menace is, and is not. A Dark Menace is not something to aspire to be. No, a Dark Menace is the name given to those creative individuals who aren't afraid to speak their mind and be who they are, and to create.
The Dark Menace begins with an introduction by John Ettore, a longtime friend of Tom's that actually inspired the name of the book, who tells some amusing anecdotes and explains just what Tom means to him. From there, the book is all Tom's, and he begins by talking about the three themes running throughout the book: his life, a psychological study of creativity, and Champions of the Galaxy.
If there's a major flaw to this book, it's the flow, as the chapters seem to have been written independently of one another, and so the discussion of the various topics don't really move from one chapter to the next, so I'm going to discuss his three major themes independently, or as independently as I can.
First is Tom's life, in which creativity and Champions of the Galaxy have played a huge role. The early makings of this science fiction wrestling game are there from the beginning, as Tom found himself drawn to professional wrestling and comic books, which have had a profound influence on his creative works. One of his most notable inspirations was Marvel Comics creator Stan Lee, whose influence is apparent not only in Tom's writing style, but also in his rapport with his game's players. It was Stan Lee who unwittingly inspired the term "Promoters" that Tom uses for his game's fans.
Tom relates much information about his family and how his birth father abandoned them, only to come back into his life years later full of tall tales and empty promises before disappearing again. Also included is a chapter on innovating "basement wrestling" years before backyard wrestling became the trend.
In one of the major areas where the themes crossover is his relationships with the various artists the game has had, filled with stories about each, including the revelation that he's never even seen a picture of one of the most prolific artists the game has had. He also talks about the strain that working with two of his most famous artists had on his friendships with them when he reluctantly decided it was time for a change of pace.
Then, there's Leslie. For those of you who don't know much about the Filsinger family, especially Tom and Leslie, you have to understand something: They have arms that open very wide, and welcome people in. Leslie runs Filsinger Games day-to-day now, while also working hard as a stay-at-home mom and practicing her chosen profession, Clinical Psychology, part time. Despite my having never met her or Tom, she's recognized my name as soon as I've said it in the few times I have spoken to her. That's one of the keys to Filsinger Games' success: They don't treat their customers like customers, but more like long-lost family.
So Tom tells all about meeting Leslie and his marriage proposal to her, which involved Pee-Wee's Playhouse in a story you'll have to read for yourself, because I couldn't begin to do it justice, especially the part about holding television studios hostage. He also discusses his children (all four, one boy and three girls) and their various creative endeavors.
Finally, there's the realization of the dream, in which Tom began producing Legends of Wrestling, which allowed him to meet and work with many of his wrestling idols from his childhood or, in some cases, their next of kin.
In his psychological study of creativity, he touches upon the frustration that creative people face day to day, whether it be from person after person wanting to know the "secrets" of creativity, to dealing with those authoritarian types who not only do not appreciate a creative person, but feel threatened by them and try to "stomp out" their flame of individuality, a phenomenon that Tom dubs, appropriately, "Stomp Psychology".
With Champions of the Galaxy, Tom has endured some attempts at this "Stomp Psychology", as he's faced people who cannot believe that a college professor, of Psychology no less, could possibly be not only entertained by professional wrestling, but could be responsible for this game about it! Champions of the Galaxy has become more than just a game designed to save people from boredom. After trying to sell it to the World Wrestling Federation and being rejected, Tom got the idea while watching a cartoon to make a game about wrestling in the future! So he populated this group of wrestlers with larger than life heroes and villains, like Star Warrior and Thantos, filled it out with archetypes like the patriot Commander Sam and the wise old man, Omega, and finished it off with inhuman creatures like the reptilian Comrade Terror.
He also sparked a firestorm that has grown out of his control and encompassed the creative lives of thousands of people. That is, perhaps, the greatest fruit of Tom's labor of love: Champions of the Galaxy has inspired thousands of people to dig down and create their own fantastic wrestlers of the future, or their own insane science fiction wrestling matches. It has also given all these people a common ground, and spawned lasting friendships between individuals who likely would never have even otherwise met.
This intricate juggling act of father, husband, creator, professor and Fearless Leader to masses of Promoters did finally reach a breaking point in 1999, in which Tom considered, for a moment, that it might be time to put an end to the GWF (the fictional federation at the heart of Champions of the Galaxy). This opened up a whole new creative well for Tom that has spawned years worth of new twists, turns and storyline ideas that reinvigorated the game.
While Tom does discuss Champions of the Galaxy frequently throughout the book, he mostly talks about the creation of the game and the people involved in it, saving the detailed thoughts on the characters and storylines for the two appendices.
One theme that really stuck with me that Tom never mentioned as one he planned to discuss was individuality, but if there was one thing I took from the book, that would be it. Know who you are, and be yourself. Don't try to fit in just because it's the easier thing to do, and don't try to be "different" and "edgy" just because its "cool to be different". If you be yourself, realize that people you meet in life will feel threatened by that, and try to stomp it out, but as long as you stand firm in who you are, you'll be just fine. It's a good message. And if you follow it, you will become a Dark Menace in the eyes of some.
In conclusion, The Dark Menace of the Universe was a gripping read for me, that really rang true. If the world had more "Dark Menaces", creative thought may not be frowned upon so harshly. And if this book's legacy were to be that it fanned the flames of fearlessness and individuality in a whole new generation of people, well, we should count ourselves lucky.

Summary of The Dark Menace of the Universe

The Dark Menace of the Universe is a memoir on creativity written by Tom Filsinger, an Associate Professor of Psychology and game industry entrepreneur. The book is an analysis of creativity as it relates to rebellion and culture. In The Dark Menace of the Universe, Filsinger tells the inside story of how he created card games like Champions of the Galaxy and Legends of Wrestling. He discusses how he proposed a basic version of his game to the World Wrestling Federation in 1984 only to be rejected in favor of a Milton Bradley game, and how this rejection inadvertently led to the creation and success of Champions of the Galaxy. In addition to being the owner of a game company, Filsinger is also an Associate Professor of Psychology in Jamestown, New York. In The Dark Menace of the Universe he brings together his scholarly interests and game entrepreneurship. ?I use the expression, 'The Dark Menace of the Universe,' to refer to creativity in general. Creative people are often misunderstood by others and I analyze why this might be the case.? Filsinger uses examples from the lives of famous creators to shed light on his subject, including anecdotes from writer Stephen King, jazz musician Jelly Roll Morton, cartoonist Gary Larson, and others.

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