Imaginary Worlds

Imaginary Worlds

By Eric Molinsky | Daylight MediaSociety & CultureArtsFictionScience Fiction
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    38 min

    per episode

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Imaginary Worlds episodes

  • Rod Serling's Key of Imagination

    Witness if you will a writer: Rod Serling. This is the story of a man with a vision -- a vision of what television could be if only men ceased to operate out of fear and greed. But Rod Serling has a plan. He will use the camouflage of monsters, both real and imagined, to reveal what cannot be said about society, and what Mr. Serling himself cannot say about his own fears and regrets. And those monsters dwell in a state of mind called . . . The Twilight Zone.

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    36 min
  • The Hero's Journey Endgame

    Ever since George Lucas cited Joseph Campbell’s 1949 book, “The Hero with a Thousand Faces” as the inspiration for Star Wars, Hollywood screenwriters have used Campbell’s theory of The Hero’s Journey as the blueprint for making movies, especially stories about epic protagonists. But as we reach a saturation point of sci-fi fantasy and superhero franchises, has The Hero’s Journey outstayed its welcome? I talk with pop culture journalist Abraham Riesman, and musical composer Peter J. Casey, who explains how The Hero’s Journey took over Broadway.

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    34 min
  • Slaughterhouse at Fifty

    50 years ago this month, Kurt Vonnegut introduced Billy Pilgrim and the aliens who gave him time traveling powers in his novel Slaughterhouse Five. Many critics were baffled as to why Vonnegut used sci-fi tropes to explore the horrors of World War II. But the novel was deeply personal to him. Vonnegut experts Marc Leeds, William Rodney Allen and Julia Whitehead connect the dots from the author’s real traumas to the fantastical adventures of Billy Pilgrim. And professor Philip Beidler explains why the novel speaks to him as a Vietnam veteran.

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    32 min
  • Tales of Margaret Brundage

    In the 1930s Margaret Brundage was the hottest pulp fiction magazine illustrator. She primarily painted covers for Weird Tales magazine, which published the works of Robert E. Howard, H.P. Lovecraft and other pioneering genre writers. I talk with experts George Hagenauer, Lauren Stump and Steve Korshak of the Korshak Collection about why Brundage’s work was so alluring, and how it taps into current questions about how women are depicted in fantasy worlds. And tattoo artist Mary Joy Scott explains why Brundage had an influence on the art of tattooing.

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    29 min
  • The Man Behind Conan’s Sword

    Conan the Barbarian is generally thought of as a muscle-bound brute who fights his way through a made-up ancient world. But the character actually has a deep, rich history. I talk with experts Rusty Burke, David C. Smith, Jeffrey Shanks, Jonas Prida, and Nicole Emmelhainz about why Conan the Barbarian is more relevant than ever, and how the character's journey reflects the author Robert E. Howard's real life struggles. 

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    32 min
  • The Power of the Makeover Mage

    In some video games, you can choose which character you want to play, and you can customize the look of those characters. For many transgender players, that option played a significant role in their lives. Reporter and podcaster Jaye McAuliffe co-hosts this episode, as she reflects on her own gender transition and the experience of others who discovered that they can use video game avatars to begin reimagining themselves in the real world.

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    29 min
  • Designing Morality in Role-Playing Video Games

    One of the unique aspects of video games is that you can control the characters. But game developers are often torn between wanting to give the players as much freedom as possible, and wanting to guide the players through a strong story. Adam Hines tries to crack the code with his indie game Oxen Free. Ryan Kaufman and Alyssa Finley discuss why the Telltale games were more like Choose Your Own Emotions. And psychologist Jamie Madigan explains how role-playing video games can help strength our sense of morality.

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    32 min
  • Flipping the Narrative on Greek Myths

    Madeline Miller received critical acclaim for her novels The Song of Achilles and Circe – which reimagine The Iliad and The Odyssey told from the perspective of minor characters in the original texts by Homer. As someone who grew up loving Greek myths, she wanted to capture the sense of wonder she felt about them, and the raw emotional truth inside those very human tales of immortal beings. But she struggled for years to find a modern voice for these classical characters, and rewriting Homer was daunting task.

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    33 min
  • A Visit by Three Ghosts

    In a special stocking stuffer of an episode, Stephanie Billman and I discuss why A Christmas Carol set the template for SF stories to come -- from Back to the Future to X=Men. Plus, we have a special announcement about the future of Imaginary Worlds! Learn more about your ad choices. Visit megaphone.fm/adchoices

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    27 min
  • Board Games Go Indie

    We all grow up playing board games and card games, and now those games are growing up as well. I check out BostonFIG (festival of independent games), where a new generation of indie board game designers is reimagining what we can do with dice, cards and plastic game pieces. I also talk with Shari and Jenni Spiro of AdMagic -- the company that can make unorthodox games like Cards Against Humanity and Exploding Kittens into household names. Plus, Dylan McKeefe at NYU's Game Incubator, and Luke Crane at Kickstarter explain why this is the perfect time for indie games to thrive.Learn more about your ad choices. Visit megaphone.fm/adchoices

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    30 min

About Imaginary Worlds

From the publisher's feed

Imaginary Worlds sounds like what would happen if NPR went to Comic-Con and decided that’s all they ever wanted to cover. The host Eric Molinsky spent over a decade working in public radio, and he uses those skills to create sound-rich storytelling, pop culture analysis and cultural commentary about speculative fiction and immersive worldbuilding. Eric interviews sci-fi fantasy creators of novels, TV shows, films, comic books, video games, tabletop games and anyone who works in the field of make-believe about their creative process. He also delves into fandoms, asking why we suspend our disbelief, and what happens if the spell is broken. Fantasy worlds may be set on distant planets or parallel dimensions, but they are crafted here on Earth and they’re always about us and our lived experiences.

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