When most researchers arrive at the Library of Congress, their journey of discovery begins in the Main Reading Room. As the home to the library's reference collections, the computer catalog center, and knowledgeable reference staff, the Main Reading Room's purpose is to make library research easily accessible to anyone with enough curiosity to pursue it. This video includes general information about the library's staff and material resources, the reader ID process, and encourages researchers to experience all that the library has to offer. Speakers include 2012 Library of Congress Junior Fellow Kristen Schumacher and Library staffers Cheryl Adams, Kathy Woodrell, Steven Davenport, Abby Yochelson, Thomas Mann, Kristi Conkle and Judy Robinson. Samuel Delany's revealing autobiographical love story, Bread & Wine: An Erotic Tale of New York, tells the story of a romance that defied social norms and brought two unlikely people together across the boundaries of class, race and convention. Delany was a successful novelist, essayist and professor, when he met Denis, a homeless man selling books on the street in Manhattan. They slowly developed a friendship that grew into a caring relationship—despite the immense differences in their lives. By turns bizarre, humorous and touching, Bread and Wine has garnered praise from the likes of Neil Gaiman, Edmund White and Alan Moore. Delany talks about the story with Mia Wolff, the co-creator of the graphic novel that grew out of it. Out of print for years, Bread and Wine has now been reissued by Fantagraphics Books. Even if you've never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.
From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D's origins (one largely unknown even to hardcore players) while examining the game's profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America's most popular (and widely misunderstood) form of collaborative entertainment.