tag:blogger.com,1999:blog-83339653796602808912024-03-18T05:48:18.294-04:00Hobby Games RecceFeatures, News & Missives on Hobby Games
with Peter SchweighoferPeter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.comBlogger524125tag:blogger.com,1999:blog-8333965379660280891.post-67367287633193780202024-03-05T14:47:00.001-05:002024-03-05T14:47:00.130-05:00“No Superlatives or Absolutes”<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>The
belief in a supernatural source of evil is not necessary; men
alone are quite capable of every wickedness.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Joseph
Conrad</span></strong></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_wsXOm0yUEyceQlyBbf1WBIAWK6RKt_HHG71mUwW2h22cDBX-5XNOvYsGMhbQsHIGpuOmLshe1WeBTpJ91vU1QTfnCDXglgXZQ_sa6XpsgvdTSpUyLJq-RJ6A2sOLqFg5zF59C_O4n3wxD9IbSq61ew8xZczi4ijoQep1x21YSWbfsAdnHFSyBcdK-XE/s1500/WEG%20SW%20Style%20Guide%20No%20Superlatives.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1402" data-original-width="1500" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_wsXOm0yUEyceQlyBbf1WBIAWK6RKt_HHG71mUwW2h22cDBX-5XNOvYsGMhbQsHIGpuOmLshe1WeBTpJ91vU1QTfnCDXglgXZQ_sa6XpsgvdTSpUyLJq-RJ6A2sOLqFg5zF59C_O4n3wxD9IbSq61ew8xZczi4ijoQep1x21YSWbfsAdnHFSyBcdK-XE/w400-h374/WEG%20SW%20Style%20Guide%20No%20Superlatives.jpg" width="400" /></a></div><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
believe games have a great deal to teach us about ourselves and the
world around us, beyond simply the escape and enjoyment they provide
(though these in and of themselves make them worthy). In times like
these, where the world and society seem bent on tearing themselves
apart – apparently indifferent to the humanitarian cost – we seek
solace, however momentary, in our favorite pastimes. As I try
processing all of this, I remind myself of a game-related maxim I’ve
tried to bear in mind in my later adult years. I once applied it,
along with numerous other guidelines, as editor for West End Games’
</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars Adventure Journal</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and other roleplaying game projects. It has, oddly enough, echoed
beyond those years within the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
film canon, though many ignored it as inconvenient. “No
Superlatives or Absolutes.”</span></span></strong></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">The
concept emerges prominently in the climax of </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars Episode III Revenge of the Sith</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
when Obi-Wan Kenobi confronts Anakin Skywalker as he reveals he has
fully embraced the Dark Side:</span></span></strong></p>
<p class="western" style="background: transparent; margin-left: 0.5in; orphans: 2; page-break-before: auto; widows: 2;"><strong><span style="font-size: 18pt;"><span lang="en-US"><i><span style="font-weight: normal;">Anakin:</span></i></span></span></strong><strong><span style="font-size: 18pt;"><span lang="en-US"><span style="font-weight: normal;">
“If you’re not with me, then you’re my enemy.”</span></span></span></strong></p>
<p class="western" style="background: transparent; margin-left: 0.5in; orphans: 2; widows: 2;"><strong><span style="font-size: 18pt;"><span lang="en-US"><i><span style="font-weight: normal;">Obi-Wan:
</span></i></span></span></strong><strong><span style="font-size: 18pt;"><span lang="en-US"><span style="font-weight: normal;">“</span></span></span></strong><strong><span style="font-size: 18pt;"><span lang="en-US"><span style="font-weight: normal;">Only
a Sith deals in absolutes.”</span></span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I’m
sure fans and others have debated this exchange deep into the dirt,
but I refer to it here to link my game-editing guidelines from the
past to a film franchise that still entertains me...with both
demonstrating an idea from games and media we might consider
incorporating in our lives and how we experience the world.</span></span></strong></p><p class="western"><strong><span lang="en-US"></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-MVAC5UhlilFlY3_OBZn4wwOd4maL6W3Bpto3mgGmKJlbkHVbX41q9YCyv-Km5Z_uZXY-7nfDD98aSfRjCK6YQLQFWzuz-4wmeWr_SZIw3ikyCaKP9U-ldcmqI5S4KhMvSUrmefGEr0HNsMQ1D9egwa-x58FQdhu-fN55HqkoOZ3HZFpOIyi25E5kuH4/s480/Revenge%20of%20the%20Sith%20enemy%20quote.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="360" data-original-width="480" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-MVAC5UhlilFlY3_OBZn4wwOd4maL6W3Bpto3mgGmKJlbkHVbX41q9YCyv-Km5Z_uZXY-7nfDD98aSfRjCK6YQLQFWzuz-4wmeWr_SZIw3ikyCaKP9U-ldcmqI5S4KhMvSUrmefGEr0HNsMQ1D9egwa-x58FQdhu-fN55HqkoOZ3HZFpOIyi25E5kuH4/s320/Revenge%20of%20the%20Sith%20enemy%20quote.jpg" width="320" /></a></strong></div><span lang="en-US"><p class="western"><span style="font-weight: bold;"><span lang="en-US"></span></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmAHWSi1hpaw3WZi3OyDXqCcnjK7PhKZ5UDSaO5SK6K3gbivQSZ3amq8LwBQ0SPXQpwf0dYMfHH3RF4jGOKy3Z3R7N1lHHZBeVfXFma5zmfiL5KfUM3rwS8UvlhfJjNoV6Ui8WTodDHJe8eLFR0aWsV2Em6h__6PpHXXKEo-3oyw9U5SWDYz_qVeEVB28/s1500/WEG%20Star%20Wars%20Style%20Guide%20Cvr.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1500" data-original-width="1078" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmAHWSi1hpaw3WZi3OyDXqCcnjK7PhKZ5UDSaO5SK6K3gbivQSZ3amq8LwBQ0SPXQpwf0dYMfHH3RF4jGOKy3Z3R7N1lHHZBeVfXFma5zmfiL5KfUM3rwS8UvlhfJjNoV6Ui8WTodDHJe8eLFR0aWsV2Em6h__6PpHXXKEo-3oyw9U5SWDYz_qVeEVB28/w144-h200/WEG%20Star%20Wars%20Style%20Guide%20Cvr.jpg" width="144" /></a></div><span style="font-weight: normal;">Writing
for West End’s </span></span><span lang="en-US"><i>Star
Wars Roleplaying Game</i></span><span lang="en-US">
– probably writing for any licensed setting – </span><span lang="en-US">we
took care</span><span lang="en-US">
not to bulldoze existing continuity or limit future creators,
especially those working on official media. Sections in the old </span><span lang="en-US"><i>Star
Wars Style Guide</i></span><span lang="en-US">
note</span><span lang="en-US">d</span><span lang="en-US">
what continuity elements to avoid; at the time, before the release of
the prequels, this meant avoiding anything about the Old Republic,
fall of the Jedi, rise of Palpatine, and the Clone Wars. (Though I
suppose if we had created such elements it would have been wiped out
with the rest of the inconvenient “Expanded Universe” materials
</span><span lang="en-US">anyway
</span><span lang="en-US">after
Disney acquired Lucasfilm....) </span><span lang="en-US">To
protect the creative freedom of subsequent writers, we tried very
hard to avoid absolutes that might trip up others. No “best of”
or “most powerful in the galaxy.” No exclusivity.</span><p></p><p></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCL6hWHnyShXpA-R-o4mmuZW9KjrA9ozROzX_z6CFmcAYQzUcMcIsTXXf-jc1zsAG2_OR9V7T6OhnNeRIAYwIL3pnTilm1ZqNODl-l-IftBURpi4R362hLHfdBYjQ80nGU8Yp2fs1l7gMrboS8D1KwQJ5zIiHhOz9CkDUg548wXHr5Sv-8dQp1J1fPO3s/s975/OffScreen.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="975" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCL6hWHnyShXpA-R-o4mmuZW9KjrA9ozROzX_z6CFmcAYQzUcMcIsTXXf-jc1zsAG2_OR9V7T6OhnNeRIAYwIL3pnTilm1ZqNODl-l-IftBURpi4R362hLHfdBYjQ80nGU8Yp2fs1l7gMrboS8D1KwQJ5zIiHhOz9CkDUg548wXHr5Sv-8dQp1J1fPO3s/s320/OffScreen.JPG" width="295" /></a></div>West
End always believed the <span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
universe was big enough to contain the core canon as well as the
company’s official creations and even individual gaming groups’
exploits. The game maintained that “<a href="https://hobbygamesrecce.blogspot.com/2013/06/our-adventures-happen-just-off-screen.html" target="_blank">our adventures happen just off-screen</a>” and it helped give gamers inspiration and “permission”
</span><span lang="en-US">(as
if they ever needed it)</span><span lang="en-US">
to play around in their favorite universe far, far away. We didn’t
worry too much about the “unofficial” exploits gamers played out
around their kitchen tables at home (like the story someone told me
about how their </span><span lang="en-US">b</span><span lang="en-US">an</span><span lang="en-US">d
of </span><span lang="en-US">Ewok
</span><span lang="en-US">characters</span><span lang="en-US">
took over the second Death Star...). But as licens</span><span lang="en-US">ee</span><span lang="en-US">s
bound to Lucasfilm for approval of our materials, we worked hard to
make sure everything seemed to fit the setting and respect the
boundaries for future creators. </span><span lang="en-US">I’ve
lost count of – and forgotten numerous stories about – the times
we wrangled with Lucasfilm’s continuity people trying to reconcile
our vision of some aspect of the </span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
universe that would make for a great element in a sourcebook or
adventure. Back then, as it no doubt is now, maintaining continuity
in what’s been released before and what’s under development
remained a monumental and multifaceted </span><span lang="en-US">challenge</span><span lang="en-US">.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">My
days at West End are long past, but years of reflection helped me
take away a few lessons (though never quite enough). Avoiding
absolutes in my personal life and world view have helped me examine
issues with a bit more compassion and understanding, though I’m not
always clear-headed enough when I’m personally involved. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Few
issues are </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">distinctly</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
right or wrong, black or white, this or that. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Many
depend on a person’s unique life experience, background, changing
views, and tastes. We see it in games. Certainly during 40+ years of
playing adventure games my own preferences and perspectives have
changed; but I also try to appreciate <a href="http://hobbygamesrecce.blogspot.com/2024/02/say-respect-its-just-not-for-me.html" target="_blank">other people’s points of view</a>
by remembering not everything I like they must also like...and that I
don’t have to like everything they like. Absolutes even in the
adventure gaming hobby can lead to caustic debate and entrenched
fandoms. In most issues t</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">here’s
some gray area...one might even consider it a color and intensity
spectrum. Absolutes deny the infinite, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">complex</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
variety in people, perspectives, and issues...and the </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">opportunities
and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">complexities
those create.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">But
I see </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">folks</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
digging in behind absolutes</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
everywhere online – </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">even
in public life – </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">erupting
from tumultuous news events in clouds of self-important posts from
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">those</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
who simply want to take sides and point accusing fingers at others.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Our
ancient tribal origins still live in our DNA today, less as a
survival instinct and more as an antagonistic social construct. Our
side believes this, hence the other side is “my enemy.” We shout
“if/then” statements with abandon, claiming if someone else
thinks or does </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">this
one thing</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
then they’re this </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">particular
brand of </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">monster
we despise.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">We
revel in absolutes to describe ourselves and define our enemies. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Such
labels often keep us from <a href="http://hobbygamesrecce.blogspot.com/2023/10/an-invitation-to-empathy.html" target="_blank">empathizing with other perspectives</a>, a
necessary step in finding solutions to our conflicts. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">They
also keep us from engaging in civilized, courteous discussion of our
differences; we’d rather engage in a shouting match than sit down
and talk things out intelligently with any degree of mutual respect.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">It’s
easy to shout, not so easy and far more costly to work finding
effective solutions to our problems.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Many
cases exist where we </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">must</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
speak up and protest – to defend those who can’t, to set the
record straight, to call out bad behavior and give transgressors a
chance to redeem themselves – in the hope we can improve our world
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">with
respect and compassion for all who seek something better</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Humans
are far more complex creatures than one can describe with a handful
of absolutes or broad definitions. My own abilities, emotions,
opinions, and purposes alone constitute a complicated and often
conflicted existence: husband, father, writer, gamer, designer, cook,
classical music lover, reader, history lover </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(not
to mention various socio-political outlooks I try keeping to myself).
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">And
all of those in different ways and to differing degrees than anyone
else who might even share some of those descriptors.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
wish more people would pause to take a deep breath, step back, and
reflect on how they define the </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">immediate
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">conflict
before them in absolutes. Like such extremes in the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars Style Guide</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
they limit how we might view issues or move forward in the future.
Like Anakin and Obi-Wan, they prevent us from recognizing the
complexity of an issue and harden us in our extreme positions,
preventing civil discussion and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">any
progress in resolving</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
our problems.</span></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>At
the border, there’s an acceptance that you can be so many things at
the same time – which is what we all are anyway.”</i></span></strong><strong><span style="font-size: large;">
</span></strong>
</p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><a href="https://patijinich.com" target="_blank">Pati Jinich</a></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br /></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-80383707412423397572024-02-27T14:51:00.013-05:002024-02-27T14:51:00.140-05:00Learning from A Classroom Game<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>All
great deeds and all great thoughts have a ridiculous beginning. Great
works are often born on a street corner or in a restaurant’s
revolving door”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Albert
Camus</span></strong><br />
</p>
<p class="western"><span style="font-size: small;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEHbnvRxfo5uX9HcGybw-9RUZ1-YgGa9Rn_uHH-bwW6xqg0sWsYYQlopfrX9QvHjUTKBzZabr6s4FrpYeGfUzq1i68HTO1emOcRTAblIWhJPvLJh2Fidg3CYx7LO2Dk89_WTNZ46giQpVP08-RJvKQu133221_9MYjVRMiPDl0RLpZrRkAFwQ-p5TdtpM/s1500/Nuclear%20Diplomacy%20card%20game.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEHbnvRxfo5uX9HcGybw-9RUZ1-YgGa9Rn_uHH-bwW6xqg0sWsYYQlopfrX9QvHjUTKBzZabr6s4FrpYeGfUzq1i68HTO1emOcRTAblIWhJPvLJh2Fidg3CYx7LO2Dk89_WTNZ46giQpVP08-RJvKQu133221_9MYjVRMiPDl0RLpZrRkAFwQ-p5TdtpM/s320/Nuclear%20Diplomacy%20card%20game.jpg" width="320" /></a></span></div><span style="font-size: small;">When
I was in high school way back in the early-mid 1980s – and totally
immersed in roleplaying games as well as a few wargames – I pursued
an idea for a nuclear war themed card game. I’d never seen Flying
Buffalo’s </span><span style="font-size: small;"><i>Nuclear
War</i></span><span style="font-size: small;">,
though the advertisements for it in </span><span style="font-size: small;"><i>Dragon
Magazine</i></span><span style="font-size: small;">
probably lurked in my subconscious. My junior-year English teacher
encouraged me in my game-design endeavors, to the point where she
asked me to prepare a master to photocopy and trim so everyone in the
class could give it a try. Looking back on it all these years later,
it </span><span style="font-size: small;"><span lang="en-US"><span style="text-decoration: none;">re</span></span></span><span style="font-size: small;">minds
me of </span><span style="font-size: small;">a
few lessons about creativity, production, and a game’s intention;
lessons I failed to realize at the time but issues with which I’ve
</span><span style="font-size: small;"><span lang="en-US"><span style="text-decoration: none;">contended</span></span></span><span style="font-size: small;">
throughout my involvement in the adventure game hobby.</span><p></p>
<span><a name='more'></a></span><p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
look back on my idyllic high school </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">afternoons</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
with longing for a simpler time. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Each
day </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
got up early to get an hour’s practice of violin (a big part of my
life at the time), then breakfast, catching the bus, and a</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">n
intense, </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">stress</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">-inducing</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
day of classes. After getting home I had about </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">two
or three</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
hours before dinner, after which it was time for several hours of
homework. </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">I
spent </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">that
afternoon time</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
immersing myself in games: writing material for my intended
roleplaying game adventures; painting miniatures; playing out my own
<a href="https://hobbygamesrecce.blogspot.com/2017/02/gaming-artifacts-homemade-fantasy-world.html" target="_blank">map-based campaigns with the minis</a>; running games for neighborhood
kids; and creating my own board, card, and wargames (which I also
inflicted on the local kids). </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Most
of </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">this</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
work seems embarrassingly dreadful today: a typed and photocopied
roleplaying game fanzine, odd scenarios, and many </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">extremely
mediocre (at best) </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">board
and card games elaborating on numerous interests and ideas.</span></span></strong></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivC64TYufOwUymv3KDmIPorcWeIQ_bGRWyqhRcowgU_i9tKMXFewF__0xbyL4GxUenoBW2qMiTr-JSb-XK5DN1Ex4f4kejYigS3ZCCwNebB6Fpn2GpKX48iL92rnAanG67xsU2OgPenZvruAoSg194IEuzFmkdbwlCCzdMLnw5Aofi1mvxmYDOyhl5zRI/s3048/Day%20After%20poster.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="3048" data-original-width="2158" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivC64TYufOwUymv3KDmIPorcWeIQ_bGRWyqhRcowgU_i9tKMXFewF__0xbyL4GxUenoBW2qMiTr-JSb-XK5DN1Ex4f4kejYigS3ZCCwNebB6Fpn2GpKX48iL92rnAanG67xsU2OgPenZvruAoSg194IEuzFmkdbwlCCzdMLnw5Aofi1mvxmYDOyhl5zRI/w142-h200/Day%20After%20poster.jpg" width="142" /></a></span></div><span style="font-size: 12pt;">Coming
of age in the early 1980s I lived </span><span style="font-size: 12pt;"><span lang="en-US">with</span></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;"><span lang="en-US">a
latent</span></span><span style="font-size: 12pt;"><span lang="en-US">
fear</span></span><span style="font-size: 12pt;">
of nuclear annihilation. No doubt the Cold War had eased since the
1950s and 60s, but </span><span style="font-size: 12pt;"><span lang="en-US">anxieties</span></span><span style="font-size: 12pt;">
about </span><span style="font-size: 12pt;">world
war still lurked in our consciousness. </span><span style="font-size: 12pt;"><i>The
Day After</i></span><span style="font-size: 12pt;">
had premiered my sophomore year in high school; it and the world’s
seeming disregard for military escalation didn’t help my worrisome
imagination. Apocalyptic and post-apocalyptic fare emerged in media,
even in games. </span><span style="font-size: 12pt;"><span lang="en-US">The
n</span></span><span style="font-size: 12pt;">ews
reported on the Strategic Defense Initiative </span><span style="font-size: 12pt;">(SDI)</span><span style="font-size: 12pt;">
or “Star Wars” systems of weapons that might interdict a nuclear
strike. Naturally all this talk of nuclear war worked its way into my
gaming. I began developing a simple game where players </span><span style="font-size: 12pt;">attacked
enemy cities and </span><span style="font-size: 12pt;">protected
</span><span style="font-size: 12pt;">their
own assets </span><span style="font-size: 12pt;">with
a</span><span style="font-size: 12pt;">n
array of contemporary weapons</span><span style="font-size: 12pt;">.</span><p></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I’m
not sure how aware I was that a game about nuclear war already
existed in the hobby games market, but I moved forward developing a
serious game about nuclear war based on my incredibly limited
knowledge of the subject and </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">my
incomplete understanding of how </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">game
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">rules,</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
components, </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">and
strategies</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
worked. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
still have the </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">original
rules and cards for </span></span></strong><strong><span style="font-size: 12pt;"><i><span style="font-weight: normal;">Nuclear
Diplomacy, </span></i></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">a
collection of manual-typewritten rules and hand-drawn cards with
stamped names, along with earlier, hand-written drafts and cards.
Beyond using the family’s portable Smith-Corona typewriter, I
raided our stash of 3x5 index cards, meticulously cutting them in
half to somewhat approximate a standard-sized playing card. The rules
came in at seven typed pages, double-spaced (as I’d been taught in
junior high typing class), with 48 cards.</span></span></strong></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwAjCw3AZLzQ477o31XYMLeOBHrrnibbx9p-LJ2cPRu4AAQSUUEmucWaePynRjJ5ApDBMY7qXS8pLrI_cg-YJ4ocrM7aBAyKtm3nvL_Mno46aPKeztuE-XHNZa2OZxBuGdvtmu6oSJEFNCOVhrY2g4bviLQA7EYbjIITG6KSKtYyzwssuUoGJkq71Txq0/s414/Missile%20Launch.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="414" data-original-width="240" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwAjCw3AZLzQ477o31XYMLeOBHrrnibbx9p-LJ2cPRu4AAQSUUEmucWaePynRjJ5ApDBMY7qXS8pLrI_cg-YJ4ocrM7aBAyKtm3nvL_Mno46aPKeztuE-XHNZa2OZxBuGdvtmu6oSJEFNCOVhrY2g4bviLQA7EYbjIITG6KSKtYyzwssuUoGJkq71Txq0/w116-h200/Missile%20Launch.jpg" width="116" /></a></span></div><span style="font-size: 12pt;">The
rules accommodated 2-5 players. Each received seven cards from the
deck, an assortment of cities, bombers, nuclear missiles, interceptor
missiles, a few incident cards, and the coveted defense satellites,
all with values from </span><span style="font-size: 12pt;">1-3.
Players deployed their cards face-up. </span><span style="font-size: 12pt;"><span lang="en-US">Each
turn a player drew and deployed another card, </span></span><span style="font-size: 12pt;"><span lang="en-US">could
trade cards with other players (necessary to get cities, without
which a player could draw no cards on their turn), then initiate up
to two attacks. ICBMs and bombers could eliminate enemy cards of
equal or lesser value (and combine attacks if necessary), including
cities and enemy weapons. Only the largest (and rarest) missile could
destroy the seemingly all-powerful defense satellite, which could
stop one attack each turn.</span></span><span style="font-size: 12pt;"><span lang="en-US">
</span></span><span style="font-size: 12pt;">Looking
back on it now, the gameplay offered few player choices and little
strategy, a simple slugfest between nuclear powers. </span><span style="font-size: 12pt;">I
played it a few times with the neighborhood kids. We didn’t have
terribly high standards, but we enjoyed blasting away at each others’
cities with an array of weapons.</span><p></p>
<p align="left" class="western"><span style="font-size: 12pt;"><span lang="en-US"></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3ktY2REziFyZbirYVQoX4cxZLvpl-TBVxA5uUhvsT4ZLFPVxQ-idGLCMZaos-VnuPexc_jtBl5YLLViPZDVg6daCJxiRs-3ydJ1aX7IA7iS35FbHqBVCbAk_BPDvnDKBhctOOWxTT4nHWQcCBrtykCEgVvK5O5IPK5fENXLlox4LnrLP3s4CBSyNKYao/s800/Strategic%20Defense%20Initiative%20seal.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="766" data-original-width="800" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3ktY2REziFyZbirYVQoX4cxZLvpl-TBVxA5uUhvsT4ZLFPVxQ-idGLCMZaos-VnuPexc_jtBl5YLLViPZDVg6daCJxiRs-3ydJ1aX7IA7iS35FbHqBVCbAk_BPDvnDKBhctOOWxTT4nHWQcCBrtykCEgVvK5O5IPK5fENXLlox4LnrLP3s4CBSyNKYao/w200-h191/Strategic%20Defense%20Initiative%20seal.png" width="200" /></a></span></div><span style="font-size: 12pt;">A</span><span style="font-size: 12pt;">t
that point I’d really only played roleplaying games, starting with
</span><span style="font-size: 12pt;"><i>Dung</i></span><span style="font-size: 12pt;"><i>e</i></span><span style="font-size: 12pt;"><i>ons
& Dragons</i></span><span style="font-size: 12pt;">
and branching out to other titles </span><span style="font-size: 12pt;">available</span><span style="font-size: 12pt;">
at that time. </span><span style="font-size: 12pt;">M</span><span style="font-size: 12pt;">y
board and card game experience remained limited to Avalon Hill
wa</span><span style="font-size: 12pt;">r</span><span style="font-size: 12pt;">games
and a handful of other hobby games. </span><span style="font-size: 12pt;">I
had no access to near unlimited (and sometimes contradictory)
resources on an internet like tutorial videos, game-design articles,
or information about professional military wargames. I only had
access to print publications, game magazines and meager resources
discovered in the school and public libraries’ card catalog, and
even those didn’t amount to much. </span><span style="font-size: 12pt;">No
books about game design. Nothing but news stories about the
non-classified aspects of SDI. Just reading the SDI page at Wikipedia
today </span><span style="font-size: 12pt;">I
realize how much I didn’t know – and wasn’t available through
print publications at the time – that I might have incorporated </span><span style="font-size: 12pt;"><span lang="en-US">in
a more accurate, fact-based portrayal of nuclear conflict.</span></span><p></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Seeing
(and no-doubt hearing me talk incessantly about) my game design
efforts, my English teacher gave me an opportunity to run the game
for our class. I prepared letter-sized card sheets she could
photocopy and trim into sets enough for student </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">groups</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
to play. I qui</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">c</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">kly
learned how much production </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">preparation</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
matters; rather than making sure each page was evenly divided into
nine cards, I had some spare space on one side and the top...so if
all the pages weren’t oriented the same way in the photocopier,
trimm</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">ed</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
evenly, or even </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">mis</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">aligned
with the top sheet </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">it</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
created an offset mess. But it’s what I had to work with. It
provided me with my first experience with a third party producing </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">a
game</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
from my initial direction. I learned the importance of clear
production instructions </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">for
someone else to produce the game</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.</span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">We
spent one class period playing </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Nuclear
Diplomacy</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.
I explained the rules as players shuffled and dealt out their
misaligned decks </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">among
groups of four players</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">As
p</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">eople
started playing, </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">asking
questions, and voicing frustration, I realized</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
it was a disaster. No doubt I didn’t </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">explain
the rules terribly well </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">and
the misaligned cards probably puzzled some folks,</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">but</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
students tried their best to make sense of everything (it was at the
very least a break from challenging class discussions). Games didn’t
last very long. Nobody likes having their cities blown up, especially
if they didn’t happen to have any countermeasures available. As the
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">game</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
wrapped up, on</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">e</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
classmate approached me and declared that this game wasn’t fun at
all, everybody lost. </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">So,
despite my own frustrations, poor game design, and a production
mishap, </span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
did get one thing right: nobody wins in a global nuclear </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">exchange</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.</span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">After
high school I put most of my homemade games in a box, which I’ve
dutifully hauled around from one place to another throughout my adult
life. As awful as they were, I still keep them around as a reminder
of my younger days, of how far I’ve come in terms of writing and
game design, and of my youthful ambitions. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
doubt if looking at them might provide any tidbits of viable game
ideas, not after more than 30 years of the adventure gaming hobby
evolving with innovative developments. They bring back memories of
afternoons spent playing games with neighborhood kids, </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">of
</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">free
periods in school with like-minded friends rolling dice, </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">dealing</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
cards, and moving chits across a board, </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">of
summers spent painting miniatures, creating scenarios and maps, and
indulging in escapist entertainment. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Reflecting
on them reminds me of lessons I didn’t quite learn back then but
can appreciate today.</span></span></strong></p>
<p align="center" class="western">
<strong>“<span style="font-size: 18pt;"><span lang="en-US"><i>There
are no classes in life for beginners; right away you are always asked
to deal with what is most difficult.”</i></span></span></strong></p><p align="center" class="western">
</p><p align="right" class="western"><strong>–
<span style="font-size: 18pt;"><span lang="en-US">Rainer
Maria Rilke</span></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com2tag:blogger.com,1999:blog-8333965379660280891.post-42682059471894667272024-02-20T15:34:00.015-05:002024-02-20T17:31:36.792-05:00Everybody Wins: Modern Board Game History<p align="center" class="western">
<span style="color: black;"><strong><span style="font-variant-east-asian: normal; font-variant-numeric: normal;"><span style="color: white;">“<span style="font-family: Source Serif Pro, serif;"><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 18pt;"><span lang="en-US"><i><b>We
live for books. A sweet mission in this world dominated by disorder
and decay.”</b></i></span></span></span></span></span></span></span></strong></span></p><p align="center" class="western">
</p><p align="right" class="western"><span style="color: black;"><strong><span style="font-variant-east-asian: normal; font-variant-numeric: normal;"><span style="color: white;">–
<span style="font-family: Source Serif Pro, serif;"><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 18pt;"><span lang="en-US"><b>Umberto
Eco, </b></span></span></span></span></span></span></span></strong><span style="color: white;"><span style="font-family: Source Serif Pro, serif;"><strong><span style="font-variant-east-asian: normal; font-variant-numeric: normal;"><span style="color: white;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 18pt;"><span lang="en-US"><i><b>The
Name of the Rose</b></i></span></span></span></span></span></strong></span></span></span></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><span style="font-size: 12pt;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjED3yp4NuwlMeIyAtWdslaXdTKlBgiq4j2DxZIIg8DA1Nl49HaZAgQHkKZyuFaQezhlHgdfJA0Bpvj3g4ayAdpmymKfdPXmNEyhLA8OdvxSk1bzwfHBRD30sm3Pj5xIdPNp-y7rM-jF6uFw-jaGQzl_RypMR6BAR2z-jKqMU77VAHGrCaWCZi69ipL4so/s230/Everybody%20Wins.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="230" data-original-width="219" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjED3yp4NuwlMeIyAtWdslaXdTKlBgiq4j2DxZIIg8DA1Nl49HaZAgQHkKZyuFaQezhlHgdfJA0Bpvj3g4ayAdpmymKfdPXmNEyhLA8OdvxSk1bzwfHBRD30sm3Pj5xIdPNp-y7rM-jF6uFw-jaGQzl_RypMR6BAR2z-jKqMU77VAHGrCaWCZi69ipL4so/s1600/Everybody%20Wins.jpg" width="219" /></a></div>As
I get older and </span><span style="font-size: 12pt;"><span lang="en-US">our
society stumbles through the Internet Age I’m acutely aware of the
ephemeral nature of anything I find on the web.</span></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;"><span lang="en-US">Online
r</span></span><span style="font-size: 12pt;">esources
about the history of the adventure gaming hobby and the companies and
people who produce our favorite game-related entertainment </span><span style="font-size: 12pt;">come
and go. Bookmarked sites I used to rely on vanish without a trace.
</span><span style="font-size: 12pt;">People
move on from their website projects, which languish without updates
or fade without support for a hosting service. </span><span style="font-size: 12pt;">While
people can update and expand information </span><span style="font-size: 12pt;"><span lang="en-US">on</span></span><span style="font-size: 12pt;">
the internet, </span><span style="font-size: 12pt;"><span lang="en-US">none
of it</span></span><span style="font-size: 12pt;">
matter</span><span style="font-size: 12pt;">s</span><span style="font-size: 12pt;">
if it eventually disappears. </span><span style="font-size: 12pt;"><span lang="en-US">P</span></span><span style="font-size: 12pt;">rint
books, however outdated, </span><span style="font-size: 12pt;">still
offer us a more permanent </span><span style="font-size: 12pt;"><span lang="en-US">resources</span></span><span style="font-size: 12pt;">.
Books about the adventure gaming hobby provide a snapshot of the
state of affairs at the particular moment </span><span style="font-size: 12pt;"><span lang="en-US">of</span></span><span style="font-size: 12pt;">
publication. </span><span style="font-size: 12pt;">So
I’m delighted when I see a volume like James Wallis’ </span><span style="font-size: 12pt;"><i><a href="https://www.amazon.com/Everybody-Wins-Decades-Greatest-Board/dp/1839081910/" target="_blank">Everybody Wins: Four Decades of the Greatest Board Games Ever Made</a></i></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;"><span lang="en-US">documenting
notable board games in the context of the </span></span><span style="font-size: 12pt;"><span lang="en-US">prestigious
German </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Spiel
des Jahres</i></span></span><span style="font-size: 12pt;"><span lang="en-US">
award.</span></span><p></p>
<span><a name='more'></a></span><p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUEd1xu4zXR4PljCDYfAVOT6gVifuqskNpI8A-4dxEvhxTzK0gbO0Z-BduQRusyC9xkj-6CFoF1IulU3W_t_h-m8QfQpnyawXDIXS7Fl1CpHm3SZR7k8amKRXk-dv7OHuVJb-4eRCylLSxHJ670XtYZgZ5hmoF9YkjthPuqdvu7HxmaBjZsEbyYKjnNtY/s474/Spiel%20des%20Jahres%20alt.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="474" data-original-width="474" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUEd1xu4zXR4PljCDYfAVOT6gVifuqskNpI8A-4dxEvhxTzK0gbO0Z-BduQRusyC9xkj-6CFoF1IulU3W_t_h-m8QfQpnyawXDIXS7Fl1CpHm3SZR7k8amKRXk-dv7OHuVJb-4eRCylLSxHJ670XtYZgZ5hmoF9YkjthPuqdvu7HxmaBjZsEbyYKjnNtY/w200-h200/Spiel%20des%20Jahres%20alt.png" width="200" /></a></span></div><span style="font-size: 12pt;">After
a brief history about the </span><span style="font-size: 12pt;"><span lang="en-US">establishment</span></span><span style="font-size: 12pt;">
of the</span><span style="font-size: 12pt;"><span lang="en-US">
</span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Spiel
des Jahres</i></span></span><span style="font-size: 12pt;"><span lang="en-US">
award (“Game of the Year” for non-German speakers), </span></span><span style="font-size: 12pt;"><span lang="en-US">Wallis
proceeds year-by-year with the first award in 1979 through the most
recent at the time of publication, 2022. </span></span><span style="font-size: 12pt;"><span lang="en-US">Unlike
other game-industry awards, the </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Spiel
Des Jahres</i></span></span><span style="font-size: 12pt;"><span lang="en-US">
winner isn’t chosen by popular vote of any demographic, but by a
panel of game journalists as a “critic’s award” based on what
they fe</span></span><span style="font-size: 12pt;"><span lang="en-US">lt</span></span><span style="font-size: 12pt;"><span lang="en-US">
were notable games in a particular year (and, coincidentally,
released in the German-speaking market of Germany, Austria, and
Switzerland). </span></span><span style="font-size: 12pt;"><span lang="en-US">Most
Americans might associate the recent “renaissance” in board
games, especially Euro-games, with the release of </span></span><span style="font-size: 12pt;"><span lang="en-US">and
</span></span><span style="font-size: 12pt;"><span lang="en-US">subsequent
</span></span><span style="font-size: 12pt;"><span lang="en-US">popularity
of Klaus Teuber’s </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Settlers
of Catan</i></span></span><span style="font-size: 12pt;"><span lang="en-US">
in 199</span></span><span style="font-size: 12pt;"><span lang="en-US">5
(now commonly known as </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Catan</i></span></span><span style="font-size: 12pt;"><span lang="en-US">);
but the award began in 1979 and spent several years featuring
lesser-known titles as the “cabal of games-positive journalists”
promoted the award amid new developments in board game design.
Certainly </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Catan</i></span></span><span style="font-size: 12pt;"><span lang="en-US">’s
worldwide success – and its winning the </span></span><span style="font-size: 12pt;"><span lang="en-US"><i>Spiel
des Jahres</i></span></span><span style="font-size: 12pt;"><span lang="en-US">
in 1995 – helped bring the awards to greater prominence.</span></span><p></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">Wallis
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">devotes
four pages to each year’s winner, including one full-page color
illustration of the game and smaller illustrations of components. He
lists designers, number of players, appropriate age, and the
approximate playing time for each winner. A prominent, central
sidebar on each game’s title page offers the publishers’ names
(often different ones for different language releases), a note on the
game’s current availability, and Wallis’ own brief evaluation of
whether it was a worthy winner and whether it’s still worth playing
today. </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">Numerous
sidebars cover a host of related topics, from concise designer bios
and different game types to notes on game mechanics, </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">evolution
of new developments,</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
and other interesting tidbits. Every year also includes a sidebar of
other notable </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Spiel
des Jahres</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
awards (as they evolved over time) and other recommended games that
released that year.</span></span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Everybody
Wins</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
is a delight on several levels. It’s an engaging record of the
award-winners and the other notable titles each year. The sidebars
offer informative morsels about the board game world. And it
encourages readers to browse the different periods of recent board
game history. After reading the introductory sections, I found myself
paging through to see what board games I own won the </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Spiel
des Jahres</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">(7)</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">,</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
what winners I might want to some day add to my collection and play
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">(3)</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">,
and what games I own Wallis considered recommended titles </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">(8)</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">.
A fools errand, all, because the informative sidebars kept
distracting me with entertaining insights.</span></span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;"><a href="https://www.amazon.com/Everybody-Wins-Decades-Greatest-Board/dp/1839081910/" target="_blank">Everybody Wins</a></span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
is </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">224</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
full-color pages bound in a hardcover volume. </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">I’m
not sure what qualifies as a “coffee table book” these days, but
I’d certainly leave it out for guests to peruse and, hopefully,
whet their appetite to try some board games. </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">Although
its physical form remains incapable of taking into account future
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Spiel
des Jahres</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
winners, it still remains a lasting and insightful record of current
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">winners
and other notable games with Wallis’ </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">enlightening
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">commentary.</span></span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">It’s
a shame </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">nobody
has yet published </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">such
a </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">print</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
record </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">and
commentary aboout</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
the winners and nominees </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">for
other adventure gaming hobby awards like the</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
<a href="https://charlessrobertsawards.com" target="_blank">Charles </a></span></span></span></strong><a href="https://charlessrobertsawards.com" target="_blank"><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">S.
</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">Roberts
Award</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">s</span></span></span></strong></a><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
for wargames and the <a href="https://www.originsawards.net" target="_blank">Origins Awards</a> </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">for
a host of game categories. Sure, websites for such awards currently
exist, in some cases even listing each year’s winners (though not
all nominees). Lists of winners, however, cannot offer the more
detailed insights </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">and
“historical” notes </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">like
those in </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><i><span style="font-weight: normal;">Everybody
Wins</span></i></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">;
it’s this level of detail for which I yearn in adding more volumes
to my meager “history of gaming” library.</span></span></span></strong></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiksJUE-TX5ZJZOm7I03CTgTyxWeNgOCeiZ-SWvwlNd7dKyltECtbB9NihexLsikkJQmQ4QS1pVqBmrKiGGe0n7WZakOPqn4jprN9WcWs4d9WONNkikT55dPmnixM-fus-4hWzpL5Kw6J3tyitf8gZptax8822bJ9SLp7IO6LAT7LFw3q6hKkq6ShHxyQ/s241/Heroic%20Worlds.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="241" data-original-width="160" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiksJUE-TX5ZJZOm7I03CTgTyxWeNgOCeiZ-SWvwlNd7dKyltECtbB9NihexLsikkJQmQ4QS1pVqBmrKiGGe0n7WZakOPqn4jprN9WcWs4d9WONNkikT55dPmnixM-fus-4hWzpL5Kw6J3tyitf8gZptax8822bJ9SLp7IO6LAT7LFw3q6hKkq6ShHxyQ/s1600/Heroic%20Worlds.jpg" width="160" /></a></span></div><span style="font-size: 12pt;">In
my 40+ years in the adventure gaming hobby – as a player, creator,
and editor – I’ve </span><span style="font-size: 12pt;"><span lang="en-US">often</span></span><span style="font-size: 12pt;">
sought </span><span style="font-size: 12pt;">out
</span><span style="font-size: 12pt;">books
documenting the emergence, growth, and development of the game
industry. </span><span style="font-size: 12pt;">Lawrence
Schick’s </span><span style="font-size: 12pt;"><i><a href="https://hobbygamesrecce.blogspot.com/2014/07/20-year-old-books-on-gaming.html" target="_blank">Heroic Worlds: A History and Guide to Role-Playing Games</a></i></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;">was
the first I bought upon publication </span><span style="font-size: 12pt;">in
1991; it’s a snapshot of the industry at that moment in time,
primarily a catalog of publications for numerous game lines, peppered
with insights from various game-industry luminaries. James Dunn</span><span style="font-size: 12pt;"><span lang="en-US">i</span></span><span style="font-size: 12pt;">g</span><span style="font-size: 12pt;"><span lang="en-US">a</span></span><span style="font-size: 12pt;">n’s
</span><span style="font-size: 12pt;"><i>The
Complete Wargames Handbook</i></span><span style="font-size: 12pt;">
also includes some information about wargame publishers at the time;
I’ve since found a few other volumes purporting to be “complete”
surveys of existing wargames in the late 20th century. John Curry’s
expansive <a href="http://www.wargaming.co" target="_blank">History of Wargaming Project</a> has brought back into print
classic hobby wargaming texts and published new research on military
training wargames, particularly from World War II.</span><p></p>
<p align="left" class="western"><strong><span style="font-size: small;"><span style="font-weight: normal;">I
own several books broadly surveying notable games across the years.
</span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">More
recently we’ve seen a crowd of books about the earliest days of the
roleplaying game hobby, many focusing on </span></span></strong><strong><span style="font-size: small;"><i><span style="font-weight: normal;">Dungeons
& Dragons</span></i></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
and its impact on generations of players. </span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">The
</span></span></strong><strong><span style="font-size: small;"><i><span style="font-weight: normal;">Designers
& Dragons</span></i></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
series aspired to tackl</span></span></strong><strong><span style="font-size: small;"><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">e</span></span></span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
the daunting challenge of covering many aspects of the roleplaying
game industry over the decades. </span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">Jon
Peterson’s scholarship </span></span></strong><strong><span style="font-size: small;"><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">already
fills</span></span></span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
</span></span></strong><strong><span style="font-size: small;"><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">three</span></span></span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
volumes, </span></span></strong><strong><span style="font-size: small;"><i><span style="font-weight: normal;">Playing
at the World, Game Wizards</span></i></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">,
and </span></span></strong><strong><span style="font-size: small;"><i><span style="font-weight: normal;">The
Elusive Shift</span></i></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">.
</span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">And
we’re awaiting publication later this year of the colossal </span></span></strong><strong><span style="font-size: small;"><i><span style="font-weight: normal;"><a href="https://www.amazon.com/dp/0786969857/" target="_blank">The
Making of Original Dungeons & Dragons</a></span></i></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
</span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">offering
insights and reprints of some of the game’s earliest manuscripts,
correspondence, </span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">and
other documents</span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">
</span></span></strong><strong><span style="font-size: small;"><span style="font-weight: normal;">(with
historical context from Peterson).</span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
believe history consists of <a href="https://hobbygamesrecce.blogspot.com/2023/05/history-is-our-story.html" target="_blank">numerous intertwined stories</a>, great and
small, at various levels of society. The adventure gaming hobby
mighty occupy a very small cultural niche, but to its devotees it’s
filled with stories about </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">bureaucratic
</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">companies,
colorful characters, imaginative product, and the conflicts that
inevitably erupt when such volatile forces collide. Goodness knows
I’ve rambled on about the more positive aspects of my time at West
End Games. Every company, every person who’s worked for a game
company, has their stories. Some offer more entertainment and
interest than others. It’s worth preserving them before the
participants pass on and the more factual details evolve into popular
myth, if they’re not altogether forgotten.</span></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i><b>If
history were taught in the form of stories, it would never be
forgotten.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><b>Rudyard
Kipling</b></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-65962613827050096422024-02-13T15:21:00.011-05:002024-02-13T15:21:00.301-05:00Say & Respect “It’s Just Not for Me”<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>If
passion drives you, let reason hold the reins.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><span style="font-style: normal;">Benjamin
Franklin</span></span></strong></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzcCwiHE3KugoyHLtSJB_YkXWzw59eeHEJjsh2Rb3ti5KZwEw9DTnt8RT_hL1WzR1N3Hhr6AhEV0dzFzgTw5wKCUSwIpmdn_Vu633GK4EtDPuKB6oYnHfRCjoc2J-N0rl-Ec1NGC22IZFpZKA3DhFQibLlEV-tmlDq6aM-JPu4AI1N5D7_aB9ld7dofLI/s512/YMMV.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="512" data-original-width="512" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzcCwiHE3KugoyHLtSJB_YkXWzw59eeHEJjsh2Rb3ti5KZwEw9DTnt8RT_hL1WzR1N3Hhr6AhEV0dzFzgTw5wKCUSwIpmdn_Vu633GK4EtDPuKB6oYnHfRCjoc2J-N0rl-Ec1NGC22IZFpZKA3DhFQibLlEV-tmlDq6aM-JPu4AI1N5D7_aB9ld7dofLI/w200-h200/YMMV.jpg" width="200" /></a></span></div><span style="font-size: 12pt;">As
members of the adventure gaming hobby and fans of many media
properties related to it, we enthusiastically promote the things we
love that provide us entertainment, respite, and joy.</span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;">It’s
a pretty human quality; we want to share our happiness with others </span><span style="font-size: 12pt;">to
enrich someone else’s life and to make more </span><span style="font-size: 12pt;">like-minded</span><span style="font-size: 12pt;">
friends so </span><span style="font-size: 12pt;"><span lang="en-US">our</span></span><span style="font-size: 12pt;">
community grows. </span><span style="font-size: 12pt;">We
do this across the broad spectrum of our interpersonal interactions:
at game stores, parties, conventions, family gatherings, in person
</span><span style="font-size: 12pt;">and</span><span style="font-size: 12pt;">
online, with </span><span style="font-size: 12pt;"><span lang="en-US">anyone</span></span><span style="font-size: 12pt;">
we suspect ha</span><span style="font-size: 12pt;"><span lang="en-US">s</span></span><span style="font-size: 12pt;">
similar tastes. </span><span style="font-size: 12pt;">Unfortunately
the more specific we get – </span><span style="font-size: 12pt;">and
even the more </span><span style="font-size: 12pt;"><span lang="en-US">ze</span></span><span style="font-size: 12pt;"><span lang="en-US">a</span></span><span style="font-size: 12pt;"><span lang="en-US">lously</span></span><span style="font-size: 12pt;">
enthusiastic we get – </span><span style="font-size: 12pt;">the
more we risk turning someone off from the particular thing we like.
</span><span style="font-size: 12pt;"><span lang="en-US">W</span></span><span style="font-size: 12pt;">e’re
also susceptible to others vehemently recommending things we might or
even should like if we consider ourselves part of a particular fan
community. Sometimes something we love isn’t someone else’s “cup
of tea.” And sometimes another person, even a close friend,
recommends </span><span style="font-size: 12pt;"><span lang="en-US">something
that’s “Just not for me.”</span></span><span style="font-size: 12pt;">
We should respect others’ decisions in what’s </span><span style="font-size: 12pt;"><span lang="en-US">suitable</span></span><span style="font-size: 12pt;">
for them and hope others afford us the same courtesy.</span><p></p>
<span><a name='more'></a></span><p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM_OHdeSQHHeulgbKttVRucPZqUEv_-DhxksFPIDLxe9wK1hIL2vtELcHtxZS0WzBET-CLkhgfaUjSBzpjO7BiZHP2c7c3p40Tpf75HbIyvmFcGl8dvUFVS1TRxObia3ArBR_lJ2y_cAQsiLWRA8ZL4VMxWV9p_49iKE3PabCDeBiRozGpdvqgfVulka4/s930/Hobbit%20Illust.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="930" data-original-width="700" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM_OHdeSQHHeulgbKttVRucPZqUEv_-DhxksFPIDLxe9wK1hIL2vtELcHtxZS0WzBET-CLkhgfaUjSBzpjO7BiZHP2c7c3p40Tpf75HbIyvmFcGl8dvUFVS1TRxObia3ArBR_lJ2y_cAQsiLWRA8ZL4VMxWV9p_49iKE3PabCDeBiRozGpdvqgfVulka4/w151-h200/Hobbit%20Illust.jpg" width="151" /></a></span></div><span style="font-size: 12pt;">Way
back in high school, when I read J.R.R. Tolkien’s </span><span style="font-size: 12pt;"><i>The
Hobbit</i></span><span style="font-size: 12pt;">
and the </span><span style="font-size: 12pt;"><i>Lord
of the Rings</i></span><span style="font-size: 12pt;">
trilogy – and </span><span style="font-size: 12pt;"><span lang="en-US">babbled</span></span><span style="font-size: 12pt;">
on</span><span style="font-size: 12pt;">
about it in the context of my </span><span style="font-size: 12pt;"><span lang="en-US">engagement
with</span></span><span style="font-size: 12pt;">
roleplaying games – </span><span style="font-size: 12pt;">a
</span><span style="font-size: 12pt;">friendly
</span><span style="font-size: 12pt;">teacher
who shared my interest in fantasy literature encouraged me to read
Mervyn Peake’s </span><span style="font-size: 12pt;"><i>Gormenghast</i></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;"><span lang="en-US">novels</span></span><span style="font-size: 12pt;">.
</span><span style="font-size: 12pt;">Every
time I ran into this teacher, even after I graduated high school and
college, he’d glare at me and growl “Gormenghast!” in some
attempt to influence me to read the books. (I’m certain if I
encountered him again today, almost 40 years later, he’d still
remind me.) </span><span style="font-size: 12pt;">To
this day I’ve still never read the </span><span style="font-size: 12pt;"><i>Gormenghast</i></span><span style="font-size: 12pt;">
novels, </span><span style="font-size: 12pt;">partly
because, from what I’ve heard of them, they’re not really my
flavor of fantasy, and partly because, well, one overly </span><span style="font-size: 12pt;"><span lang="en-US">zealous</span></span><span style="font-size: 12pt;">
fan turned me off from them. (And perhaps one of these days I’ll
overcome both </span><span style="font-size: 12pt;"><span lang="en-US">misgivings</span></span><span style="font-size: 12pt;">
and pick up a used copy to read so I can judge this first hand.)</span><p></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;"></span></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhos8IF77MN_r-ZdPCYGMoNRq8h5iDxpUTswiEToPXPk1EsD97xb1Le528TjkZf4hdMVHNqgfj-gF05tSBlvZq5l9s-kJSaKHbtZt8iHPuWnsrErCJltVV6zPiQbzbBfVcGBMuYOQ5IlWT-GDuYvWqzxv_m8k9rGbxuxrLetvJXDpH0ZDuNVqZimehZoho/s230/EPT.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="230" data-original-width="179" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhos8IF77MN_r-ZdPCYGMoNRq8h5iDxpUTswiEToPXPk1EsD97xb1Le528TjkZf4hdMVHNqgfj-gF05tSBlvZq5l9s-kJSaKHbtZt8iHPuWnsrErCJltVV6zPiQbzbBfVcGBMuYOQ5IlWT-GDuYvWqzxv_m8k9rGbxuxrLetvJXDpH0ZDuNVqZimehZoho/s1600/EPT.jpg" width="179" /></a></span></strong></div><strong><span style="font-size: 12pt;">Like
many, I </span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">am</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
enthusiastic about my passions, mostly related to games, a pastime
one can enjoy solitaire only so much </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">and
which most folks see as a social activity involving several people. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
sometimes cringe thinking back about how much I </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">badgered</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
people to try the things I really enjoyed in my youth. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
pestered neighborhood kids to come over and spend after-school time
playing games; mostly roleplaying games, but also board games and my
own very juvenile designs. In high school I was the odd geek who
fixated on roleplaying games, which, along with a host of other
personality traits, marked me even more as an </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">awkward</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
outsider. College offered few opportunities for gaming – </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">although
a</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
chance to refocus myself on other interests – but when I discovered
the </span></span></strong><strong><span style="font-size: 12pt;"><i><span style="font-weight: normal;">Star
Wars Roleplaying Game</span></i></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
and tried finding any interested players on campus, I had little
success.</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
was later fortunate enough to find friends who also enjoyed gaming,
but even then I fear I pestered them into trying games that really
only engaged my interests. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
once convinced some gaming friends to try </span></span></strong><strong><span style="font-size: 12pt;"><i><span style="font-weight: normal;">Empire
of the Petal Throne</span></i></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">,
for which I’d devised some introductory adventures; </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">we
only played once, as I soon realized the preponderance of silly names
they chose for their characters reflected their disinterested
attitudes about the game and setting. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">In
my older years, however, I’ve learned to take a gentler approach,
making suggestions about things I like other people might </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">want</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
to try...and respecting them whey they mention, for whatever reason,
that they’ll pass. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">It’s
not always easy – my enthusiasm can still gleefully bubble over –
but I’ve learned to </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">repress</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
my disappointment.</span></span></strong><p></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh81qQJDvtpU1YUBZrxU6J1OHYxtq6h7KmMBiVZEpQRmwbvFD5Lyun1x5ahYD2ZKwwy0k2UXSA4cJUb6k3YkQehMqpqOCDC39Pq3JKmVHnJ0pokEvwReegBfyVRNKwTqiIyDKqhfpLtWLQeLMUKMr09jVAP4VJzGqccIhs40myZI2hrir8LL9LpPwtiWBw/s1000/Crocodile%20on%20Sandbank.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1000" data-original-width="607" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh81qQJDvtpU1YUBZrxU6J1OHYxtq6h7KmMBiVZEpQRmwbvFD5Lyun1x5ahYD2ZKwwy0k2UXSA4cJUb6k3YkQehMqpqOCDC39Pq3JKmVHnJ0pokEvwReegBfyVRNKwTqiIyDKqhfpLtWLQeLMUKMr09jVAP4VJzGqccIhs40myZI2hrir8LL9LpPwtiWBw/w121-h200/Crocodile%20on%20Sandbank.jpg" width="121" /></a></span></div><span style="font-size: 12pt;">I
have not reflected enough on how I receive other people’s
recommendations about things they think I should enjoy. Years ago a
friend suggested I might like Elizabeth Peters’ Amelia Peabody
mysteries set in Egypt, which I embraced since it merged my interests
in ancient and Victorian Egypt. </span><span style="font-size: 12pt;">No
doubt if I spent some time thinking about it I’d recall other
instances where fortuitous suggestions kindled new enthusiasms for
me. </span><span style="font-size: 12pt;">But
far too often folks encourage </span><span style="font-size: 12pt;"><span lang="en-US">this
old dog</span></span><span style="font-size: 12pt;">
to try something new, a sci-fi or fantasy novel, </span><span style="font-size: 12pt;">a
streaming series,</span><span style="font-size: 12pt;">
or some game </span><span style="font-size: 12pt;">that
I’m pretty sure isn’t my thin</span><span style="font-size: 12pt;">g...</span><span style="font-size: 12pt;">and
I humor them anyway;</span><span style="font-size: 12pt;">
I give it a</span><span style="font-size: 12pt;">n
honest</span><span style="font-size: 12pt;">
try, but more likely than not it fails to engage me. </span><span style="font-size: 12pt;">Most
of the time they respect my decision </span><span style="font-size: 12pt;">despite
their personal disappointment,</span><span style="font-size: 12pt;">
especially because I </span><span style="font-size: 12pt;"><span lang="en-US">tried
it</span></span><span style="font-size: 12pt;">
instead of dismissing it outright based on my instinct</span><span style="font-size: 12pt;">s</span><span style="font-size: 12pt;">.
</span><span style="font-size: 12pt;">On
rare occasions people become offended that I don’t quite care for
the same things they do; this tells me a bit more about them than it
reveals about me.</span><p></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Deciding
something is “just not for me” isn’t a condemnation that it’s
bad or that those who enjoy it are bad. Who am I to disparage
someone’s favorite thing? But it doesn’t need m</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">e
to approve or embrace </span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">it</span></span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">
</span></span></span></strong>to bring joy to someone else.
(Of course I’m talking about good-natured entertainment here;
obviously I’m going to speak out against something that’s harmful
to others.)</p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Unfortunately
our current American society has become polarized on numerous levels,
including </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">entertainment</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.
</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">We
cheer and thump our chests for our favorite sports team. We advocate
for films we love, thinking everyone should at least see them once,
if not multiple times because they’re so meaningful. </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">Society’s
general</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
acceptance of geeky pursuits as comic books, games, and science
fiction/fantasy broadened their appeal to more people who want to
revel in what gives them joy. Fandoms are communities of like-minded
people, but they remain susceptible to peer pressure: </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
love this, so, if you’re like me or a fan of things I like, then
you should naturally </span></span></strong><strong><span style="font-size: 12pt;"><i><span style="font-weight: normal;">also</span></i></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
love this. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">This
becomes more problematic if rigorously enforced, especially the more
specifically one </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">defines
the fandom</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.
</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Perhaps
this stems from our society’s current inflexibility </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">and
an overwhelming need to define people with labels</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.
If you like this, you should enjoy that. If you think or say this,
then you’re a particular kind of person (according to someone
else’s imposed </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">rationale</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">).</span></span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">H</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">umans
are complex creatures. </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">W</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">e’re
amalgams of our past experiences, upbringing, personal philosophies,
and exposure to different ideas. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Despite
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">many</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
common traits, we’re all still quite unique. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">“</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Try
it, you might like it,” was a common </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">saying</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
when I was growing up, notably at the dinner table. Trying new things
can lead to positive experiences; but we should respect when, after
trying something, or even just considering it relative to our own
tastes, we turn away with a gentle “No, thanks.” The concept
works both ways, when we receive a suggestion or make a
recommendation ourselves. </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">We</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
should foster a willingness to admit </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">someone’s
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">favorite</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
entertainment </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">isn’t
right for us...and similarly respect when someone else voices that
sentiment </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">about
something we suggest</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">.</span></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>Without
feelings of respect, what is there to distinguish men from beasts?”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Confucius</span></strong></p>
<p align="left" class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com4tag:blogger.com,1999:blog-8333965379660280891.post-85419627198131030592024-02-06T15:09:00.049-05:002024-02-06T15:09:00.149-05:00Complexity Fatigue<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>Fools
ignore complexity. Pragmatists suffer it. Some can avoid it. Geniuses
remove it.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Alan
Perlis</span></strong></p>
<p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;"></span></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAI7UAIkiI_481BgFd1lNu3Fy-3lnUgxLvO-TdfDuqiWiC0LUXi3FZea_Zi64dnTvIpjG4UA85Wa8qMUypjU-BsNTRo8dtNNiMZtQBwj5_FPFjxI8BgvFT9ry4FdEMfhmQQaSNG0u0qYaRhBAL5HBMGzeHtBqNmgXVpWOzQi-ALU0xH2km4uIq8FZhyphenhyphenc8/s1500/GameWriting.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1118" data-original-width="1500" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAI7UAIkiI_481BgFd1lNu3Fy-3lnUgxLvO-TdfDuqiWiC0LUXi3FZea_Zi64dnTvIpjG4UA85Wa8qMUypjU-BsNTRo8dtNNiMZtQBwj5_FPFjxI8BgvFT9ry4FdEMfhmQQaSNG0u0qYaRhBAL5HBMGzeHtBqNmgXVpWOzQi-ALU0xH2km4uIq8FZhyphenhyphenc8/s320/GameWriting.jpg" width="320" /></a></span></strong></div><span style="font-size: 12pt;">I
first immersed myself in the roleplaying game hobby through </span><span style="font-size: 12pt;"><i>Basic
Dungeons & Dragons</i></span><span style="font-size: 12pt;">
and </span><span style="font-size: 12pt;"><i>Advanced
D&D</i></span><span style="font-size: 12pt;">,
games whose multifaceted </span><span style="font-size: 12pt;"><span lang="en-US">intricacies</span></span><span style="font-size: 12pt;">
helped occupy my free time in my youth. But as I graduated from high
school, immersed myself in collegiate studies, and later </span><span style="font-size: 12pt;"><span lang="en-US">endured</span></span><span style="font-size: 12pt;">
the real-world job market, I discovered I had little time and hence </span><span style="font-size: 12pt;"><span lang="en-US">a
waning</span></span><span style="font-size: 12pt;">
appetite for games with such intricate complexities. I tried in those
early college years to maintain my involvement in roleplaying games
</span><span style="font-size: 12pt;">with
friends back home</span><span style="font-size: 12pt;">.
It took a streamlined, cinematic rules system with a media property I
loved – </span><span style="font-size: 12pt;"><i>Star
Wars</i></span><span style="font-size: 12pt;">
– to rekindle my interest in and love for roleplaying games. Since
that transition </span><span style="font-size: 12pt;">I’ve
leaned more toward “simpler” games </span><span style="font-size: 12pt;">for
two reasons: my own play style preferences for “easier” rules and
my urge to introduce games to newcomers who might immerse themselves
int the adventure gaming hobby.</span><p></p>
<span><a name='more'></a></span><p align="left" class="western"><strong><span style="font-size: 12pt;"><span style="font-weight: normal;"></span></span></strong></p><div class="separator" style="clear: both; text-align: left;"><strong><span style="font-size: 12pt;"><br /></span></strong></div><strong><span style="font-size: 12pt;">I
put “simple” and “easier” in quotes because I find the
“complex/simple” dichotomy is much more than these basic words,
</span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">yet
they very </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">plainly</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
sum up some vague sense of my meaning. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Perusing
various related entries at <a href="https://www.merriam-webster.com" target="_blank">Merriam-Webster’s website</a> </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">I
could substitute a number of words approaching how I intent “complex”
to mean: “difficult,” “sophisticated,” “elaborate,” and
“convoluted.” I also find variations on “simple” that might
apply: “</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">easy,”
“straightforward,” “effortless,” and “fluid.” </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">In
my attempt to clarify my own definitions in this context (which may
not succeed...), I’d say “complex” games </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">require
more thought, time, and effort to prepare in terms of learning rules,
creating characters, and ultimately running procedures at the table
itself. “</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Simple”
games lean toward more intuitive </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">and
accessible</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
mechanics (an</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">d</span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
fewer rules), less prep time, and fewer distractions at the game
table seeking clarification from rulebooks; they’re eas</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">ier</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
for gaming newcomers (and even longtime gamers) to learn with less
time and effort spent trying to understand the game and more time
spent reveling in play at the table. </span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">From
a wargaming perspective complexity and simplicity range across
different levels of abstraction for real-world </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">situations</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">:
the simpler rules represent greater abstraction and </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">aggregation</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
of </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">elements</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">,
while more </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">sophisticated</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
rules try more faithfully (and hence more complexly) to replicate how
</span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">everything</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">
works in </span></span></strong><strong><span style="font-size: 12pt;"><span lang="en-US"><span style="font-weight: normal;">reality
(i.e., having a detailed mechanic for every possibility in the game).
</span></span></span></strong><strong><span style="font-size: 12pt;"><span style="font-weight: normal;">Ultimately,
for the purpose of this missive, I’m going to stick with “complex”
and “simple” or “basic,” now that I’ve at least attempted
to make my meaning clear.</span></span></strong><p></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibOrKKprjBrleZUiD28bJdHNj5aby17NfX-kv7qGLqYy7pzk32hHyP5DmXX7ycLa9FQrf2VnViRsixg0_dW9yiOVjfy3UMX3Ka8jZl6OYHxUrL6gblHYUp-NTckqMFcz63PDeb4YKfqlO6wNtKSesvTAitpqa2kamieh0r-OZVe12tXiyCeUchHarxTlU/s611/BasicDDbox.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="611" data-original-width="459" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibOrKKprjBrleZUiD28bJdHNj5aby17NfX-kv7qGLqYy7pzk32hHyP5DmXX7ycLa9FQrf2VnViRsixg0_dW9yiOVjfy3UMX3Ka8jZl6OYHxUrL6gblHYUp-NTckqMFcz63PDeb4YKfqlO6wNtKSesvTAitpqa2kamieh0r-OZVe12tXiyCeUchHarxTlU/w150-h200/BasicDDbox.jpg" width="150" /></a></span></div><span style="font-size: 12pt;">I
first discovered roleplaying games in 1982, when I was 12 years old,
</span><span style="font-size: 12pt;">and</span><span style="font-size: 12pt;">
no game seemed too complex. </span><span style="font-size: 12pt;"><i>Basic
Dungeons & Dragons</i></span><span style="font-size: 12pt;">
puzzled me a</span><span style="font-size: 12pt;"><span lang="en-US">s
my very</span></span><span style="font-size: 12pt;">
first </span><span style="font-size: 12pt;">roleplaying
game</span><span style="font-size: 12pt;">
– I spent an entire weekend doing little more than reading the
rules and trying to wrap my head around all the various concepts
inside – but I quickly embraced all the quirky terminology, the
tables of numbers, stat formats, spell lists, and character abilities
a</span><span style="font-size: 12pt;"><span lang="en-US">ll
as part of</span></span><span style="font-size: 12pt;">
the game’s vast imaginative potential. Our neighborhood play group
merged </span><span style="font-size: 12pt;"><i>B/X
D&D</i></span><span style="font-size: 12pt;">
with </span><span style="font-size: 12pt;"><i>Advanced
D&D</i></span><span style="font-size: 12pt;">,
</span><span style="font-size: 12pt;">grabbing
elements we liked, incorporating them with whatever rules we
preferred, </span><span style="font-size: 12pt;">creating
</span><span style="font-size: 12pt;"><span lang="en-US">dungeons</span></span><span style="font-size: 12pt;">,
new monsters</span><span style="font-size: 12pt;">,</span><span style="font-size: 12pt;">
spells,</span><span style="font-size: 12pt;"><span lang="en-US">
</span></span><span style="font-size: 12pt;"><span lang="en-US">locations</span></span><span style="font-size: 12pt;"><span lang="en-US">,
</span></span><span style="font-size: 12pt;">and
</span><span style="font-size: 12pt;">characters.
</span><span style="font-size: 12pt;">I
expanded my games primarily with what I found at the local hobby
shop: TSR releases </span><span style="font-size: 12pt;"><span lang="en-US">like</span></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;"><i>Top
Secret, Gamma World</i></span><span style="font-size: 12pt;">,
and </span><span style="font-size: 12pt;"><i>Star
Frontiers</i></span><span style="font-size: 12pt;">
born out of similar design aesthetics as </span><span style="font-size: 12pt;"><i>D&D</i></span><span style="font-size: 12pt;">.
</span><span style="font-size: 12pt;">I
had a few Avalon Hill games and immersed myself in their
complexities, </span><span style="font-size: 12pt;">though
we only managed to really play a few (notably </span><span style="font-size: 12pt;"><i>Kingmaker</i></span><span style="font-size: 12pt;">
and</span><span style="font-size: 12pt;"><i>
B-17: Queen of the Skies</i></span><span style="font-size: 12pt;">).
Sure, I dabbled in a few others, </span><span style="font-size: 12pt;"><i>Pendragon</i></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;">and
</span><span style="font-size: 12pt;"><i>Traveller</i></span><span style="font-size: 12pt;">
</span><span style="font-size: 12pt;">having
a similar complexity level, though </span><span style="font-size: 12pt;"><i>Tunnels
& Trolls</i></span><span style="font-size: 12pt;">
did not. </span><span style="font-size: 12pt;">In
some ways I </span><span style="font-size: 12pt;">viewed
the time and effort spent comprehending and remembering rules and
procedures as part </span><span style="font-size: 12pt;">of
the hobby – </span><span style="font-size: 12pt;">as
indeed it is – but I slowly realized all this “work” was a
prerequisite for and detraction from actual play at the table.</span><p></p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; text-align: left;"><span style="font-size: 12pt;"><span style="font-size: 12pt;"><span style="font-size: 12pt;"><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0o9SHl7kd4A6qp091HsEk_H5roDWJ28tpoUYP7qVEvJ71qLIIiuHMOPMrOHiryEvWvF40j0F1evgimPoBzZsoUUuUbKY9DYoRUo8iQbmE1ouVfwd7appLmIqTkn0tlQotOLnp2lx3CLZbyCv11vOIKrpGTPCKPViiHaGkvOihDt-ixVzHs-d6OLOJL6k/s2560/scales.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="2010" data-original-width="2560" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0o9SHl7kd4A6qp091HsEk_H5roDWJ28tpoUYP7qVEvJ71qLIIiuHMOPMrOHiryEvWvF40j0F1evgimPoBzZsoUUuUbKY9DYoRUo8iQbmE1ouVfwd7appLmIqTkn0tlQotOLnp2lx3CLZbyCv11vOIKrpGTPCKPViiHaGkvOihDt-ixVzHs-d6OLOJL6k/w200-h157/scales.png" width="200" /></a></div>My
idyllic, privileged youth offered plenty of time after school, on
weekends, and during vacations for immersing myself in the
complexities of roleplaying games of the early/mid 1980s (despite a
packed and competitive extracurricular schedule). </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">But
my transition to college proved difficult, not least because I found
no fellow gamers or opportunities for gaming. Gaming occurred over
break when I had time and energy left over from my summertime job.
The few games I explored at this time still indulged in elaborate
character creation rules, pages of charts, tables, and lists, and new
mechanics simulating different kinds of adventurous actions, all
based on different rules rationales than </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;"><i>D&D</i></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">.
</span></span><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;">I
was willing to indulge in complexity for the sake of trying a new
game in a setting I already </span></span></span><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span lang="en-US">found
appealing, notably </span></span></span></span><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span lang="en-US"><i>Call
of Cthulhu, </i></span></span></span></span><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span lang="en-US"><i>Paranoia,</i></span></span></span></span><span style="font-size: 12pt;"><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span lang="en-US"> and <i>James Bond 007: Role-Playing In Her Majesty's Secret Service. </i></span></span></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;"><span lang="en-US">These</span></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">
game</span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">s</span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">
occupied a period in gaming’s </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;"><span lang="en-US">development</span></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">
where designers and companies were exploring new </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;"><span lang="en-US">genres</span></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">,
especially licensed media settings, </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">along
with different rules diverging from established </span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;"><span lang="en-US">games.
</span></span></span><span style="font-size: 12pt;"><span style="font-size: 12pt;">They
served to keep me involved in the game hobby when collegiate studies
remained my primary focus.</span></span></span></div><p></p><p align="left" class="western"><span style="font-size: 12pt;">And perhaps my game hobby would have faded
in the face of college and work had the </span><span style="font-size: 12pt;"><i>Star
Wars Roleplaying Game</i></span><span style="font-size: 12pt;">
and its intuitive and accessible </span><span style="font-size: 12pt;"><i>D6
System</i></span><span style="font-size: 12pt;">
not come along to reinvigorate my interest in games with a greater
emphasis on setting and narrative elements instead of rules and
mechanics. </span>Certainly settings like <i>Cthulhu,
James Bond</i>, and <i>Paranoia</i> provided great storytelling
appeal, but the transitional mechanics still played a dominant role
in those games. Aside from drawing on a popular movie franchise
(okay, still popular with <i>me</i> in that time where the films
seemed to fade from public consciousness), the <i>Star Wars</i> game
inspired a play style in which many rules remained grounded in the
cinematic storytelling style of the original films; rules and game
mechanics seemed secondary to playing out an amazing story.</p>
<p align="left" class="western"><i></i></p><div class="separator" style="clear: both; text-align: center;"><i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLRum607ErV8BIETtgdx6cLh6veLIu7jKy8KK2mK77w6UPQhZU4tS0MyUH0I5AFiYBA3ccXu-iUHyEFfP2wZ4yKG73QOGwv4TKLbSLvVLwt7-cCOtFlIlZgk3pwLIgRUeRXOiAuHe0Ap53YnbURw9OKb7fv70tFOnZGG7ym4ncp7USsfBRDeU5eXY8w9Q/s1718/SW_Intro_Game.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1718" data-original-width="1322" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLRum607ErV8BIETtgdx6cLh6veLIu7jKy8KK2mK77w6UPQhZU4tS0MyUH0I5AFiYBA3ccXu-iUHyEFfP2wZ4yKG73QOGwv4TKLbSLvVLwt7-cCOtFlIlZgk3pwLIgRUeRXOiAuHe0Ap53YnbURw9OKb7fv70tFOnZGG7ym4ncp7USsfBRDeU5eXY8w9Q/w123-h160/SW_Intro_Game.jpg" width="123" /></a></i></div><i>Star Wars</i> proved an solid
entry point game, designed to use commonly available six-sided dice
in a time when buying <span lang="en-US">polyhedral
g</span>aming dice still proved <span lang="en-US">challenging</span>.
It provided a familiar and exciting setting platform players didn’t
have to worry about learning, so they could focus on the game
mechanics (which flowed naturally from setting concepts). I still
find it among the best <span lang="en-US">approaches</span>
for introducing newcomers to roleplaying games, a comfortable <span lang="en-US">mix
of</span> narrative/setting and rules, heavily leaning
more toward the storytelling aspects than the <span lang="en-US">game</span>
mechanics.<p></p>
<p align="left" class="western">Over the years I’ve continued to
drift away from more complex games – even those whose settings and
themes appeal to me – and prefer games with accessible, intuitive
rules, mechanics that become second nature or <a href="https://rolltop-indigo.blogspot.com/2018/05/the-invisible-rulebooks.html" target="_blank">invisible</a>, in a sense,
during play (even with wargames and board games). Beyond the <i>D6
System</i> only two immediately come to mind: S. John Ross’ <i>Risus:
The Anything RPG</i> and Greg Stafford’s <i>Prince Valiant: The
Storytelling Game</i>. <i>Risus</i> proves readily adaptable to any
genre, while <i>Prince Valiant</i> and <i>D6</i> require a bit of
legwork on the part of a gamemaster to retool to different settings.
I’m sure other games that meet my criteria exist – I have a few
waiting on the shelves to explore – but even 50 years after <i>D&D</i>’s
emergence roleplaying games remain dominated by abstracted “game”
complexities with the narrative “roleplaying” part <span lang="en-US">often</span>
playing second fiddle.</p>
<p align="left" class="western">(I’ll also propose that much of the
balance between narrative elements and game rules depends on how an
individual gamemaster presents and runs a game at the table, no
matter <span lang="en-US">how
complex the mechanics seem</span>.)</p>
<p align="left" class="western"><span style="font-size: 12pt;"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span style="font-size: 12pt;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8FLcuC87mHyFReAIf8YM4reW1dNJqrsf6w-onUjSMNZKCB2a9NdW21kqIGD8y2edCA4Lcc8_wK4Qyvv1YcrsfhDYvr-2GyreHIqRK2Ou_BJ6o_ucqY6xn2jp47T1lpLHbmaBw5COKS8hn55Nt_YLfKC7sVnQi8NFaoHdyVWk39zEvjmS5_kDTojfV_xE/s512/YMMV.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="512" data-original-width="512" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8FLcuC87mHyFReAIf8YM4reW1dNJqrsf6w-onUjSMNZKCB2a9NdW21kqIGD8y2edCA4Lcc8_wK4Qyvv1YcrsfhDYvr-2GyreHIqRK2Ou_BJ6o_ucqY6xn2jp47T1lpLHbmaBw5COKS8hn55Nt_YLfKC7sVnQi8NFaoHdyVWk39zEvjmS5_kDTojfV_xE/w200-h200/YMMV.jpg" width="200" /></a></span></div><span style="font-size: 12pt;">I
still have a mostly nostalgic urge to dabble </span><span style="font-size: 12pt;">with
or returned to games with more complexity, notably </span><span style="font-size: 12pt;">investigating
various Old School Renaissance (OSR) titles and </span><span style="font-size: 12pt;">returning
to </span><span style="font-size: 12pt;"><i>Traveller,
</i></span><span style="font-size: 12pt;"><i>Tunnels
& Trolls,</i></span><span style="font-size: 12pt;">
or some heavily modified version of </span><span style="font-size: 12pt;"><i>B/X
D&D</i></span><span style="font-size: 12pt;">.
</span><span style="font-size: 12pt;">These
remain solitaire endeavors; </span><span style="font-size: 12pt;">in
my long and storied time in the adventure gaming hobby I’ve learned
</span><span style="font-size: 12pt;"><span lang="en-US">to
avoid</span></span><span style="font-size: 12pt;">
foisting my own interests and enthusiasms on </span><span style="font-size: 12pt;"><span lang="en-US">reluctant</span></span><span style="font-size: 12pt;">
audiences. </span><span style="font-size: 12pt;">On
the rare occasions I try introducing roleplaying games to new people,
I default to </span><span style="font-size: 12pt;"><i>D6
Star Wars</i></span><span style="font-size: 12pt;">
and </span><span style="font-size: 12pt;"><i>Risus</i></span><span style="font-size: 12pt;">,
allowing players to explore their character’s potential and
adventures than mire themselves </span><span style="font-size: 12pt;"><span lang="en-US">spending
an inordinate amount of time decyphering rules, learning procedures,
and figuring out mechanics. Your mileage may vary; in my later years
I prefer to focus more on the “roleplaying” aspects of the play
experience than the “game” parts.</span></span><p></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>Simplicity
is the final achievement. After one has played a vast quantity of
notes and more notes, it is simplicity that emerges as the crowning
reward of art.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Frederic
Chopin</span></strong></p>
<p align="left" class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com4tag:blogger.com,1999:blog-8333965379660280891.post-55737496541474595152024-01-30T14:52:00.015-05:002024-01-30T14:52:00.133-05:00Happy Birthday TTRPGS!<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>Everything
that exists is in a manner the seed of that which will be.”</i></span></strong></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><span lang="en-US">Marcus
Aurelius</span></span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRh5q823HVBcdXdeQNjQ0oulBNQSSZ5qlhgGpAlWVTFoKnijP-SHK42ekvj2EFcSMnszUVyD45khBH0clsI9SSuQE2mW3WkSxGt7MD-jcsO8HqZWINzTa9d8vR10Xkt2okkQUTh6yR8hVaw6zORRl7I_4LjWZsERpz8gkQWKh91_b3iysV3pXBrX-1PDY/s2100/Tree%20of%20Games.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="2100" data-original-width="2100" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRh5q823HVBcdXdeQNjQ0oulBNQSSZ5qlhgGpAlWVTFoKnijP-SHK42ekvj2EFcSMnszUVyD45khBH0clsI9SSuQE2mW3WkSxGt7MD-jcsO8HqZWINzTa9d8vR10Xkt2okkQUTh6yR8hVaw6zORRl7I_4LjWZsERpz8gkQWKh91_b3iysV3pXBrX-1PDY/s320/Tree%20of%20Games.jpg" width="320" /></a></div>Many
in the tabletop roleplaying game community have <span lang="en-US">been
writing and talking about the 50th anniversary of the release of the
original, three-little-brown-books edition of </span><span lang="en-US"><i>Dungeons
& Dragons</i></span><span lang="en-US">
</span><span lang="en-US">in
January 1974.<b>*</b></span><span lang="en-US">
</span><span lang="en-US">I
</span><span lang="en-US">do
not own any of those primordial rulebooks, but I’ve seen bits of
them </span><span lang="en-US">and
reimagined versions released under the Open Game License (OGL)</span><span lang="en-US">;
my own preference remains the </span><span lang="en-US"><i>Basic/Expert
D&D</i></span><span lang="en-US">
editions from the early 1980s, perhaps a more clear, organized
expression of the core concepts expressed in those original little
books </span><span lang="en-US">(and
even then I as a 12 year-old spent every moment of an entire weekend
reading and trying to comprehend the </span><span lang="en-US"><i>Basic</i></span><span lang="en-US">
rulebook)</span><span lang="en-US">.
</span><span lang="en-US">While
the rules </span><span lang="en-US">for</span><span lang="en-US">
original </span><span lang="en-US"><i>D&D</i></span><span lang="en-US">
aren’t always clear or accessible (certainly by today’s
standards), we cannot deny they represent the first published
roleplaying game. </span><span lang="en-US">We
celebrate</span><span lang="en-US">
</span><span lang="en-US"><i>D&D</i></span><span lang="en-US">’s
release </span><span lang="en-US">as
a</span><span lang="en-US">n
inceptive </span><span lang="en-US">moment
in the adventure gaming hobby</span><span lang="en-US">;
the</span><span lang="en-US">
event represents the birth of tabletop roleplaying games as a form of
imaginative entertainment. </span><span lang="en-US">So
while we commemorate </span><span lang="en-US"><i>D&D</i></span><span lang="en-US">’s
birthday, we </span><span lang="en-US">also</span><span lang="en-US">
say “Happy Birthday!” and, I would add, “Many happy returns!”
to the tabletop roleplaying game hobby.</span><p></p>
<span><a name='more'></a></span><p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMGLtcUgzYmSRRYk_T5SLhhq57en3btx7XFgOjTU7eczxKPAsJNnlZIVeJ-OoSw-KmVHTesDW0teWfs7k3tZ5S1QU1VSYvinAIbTbuAFt6n3fNyya3MSsSg-4lx21z6Q0Zwx5vjiFSWNkPScMnyStRirwaauj8vb1jy7LEJDxtVkBe3zflnwrO1g-9cCw/s346/PlayingattheWorld.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="346" data-original-width="243" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMGLtcUgzYmSRRYk_T5SLhhq57en3btx7XFgOjTU7eczxKPAsJNnlZIVeJ-OoSw-KmVHTesDW0teWfs7k3tZ5S1QU1VSYvinAIbTbuAFt6n3fNyya3MSsSg-4lx21z6Q0Zwx5vjiFSWNkPScMnyStRirwaauj8vb1jy7LEJDxtVkBe3zflnwrO1g-9cCw/w141-h200/PlayingattheWorld.jpg" width="141" /></a></div>Roleplaying
games would have coalesced from existing hobby and fandom trends
whether in Wisconsin or some other place; Gygax and Arneson happened
to move their work past the hobby realm and into a basic
small-business endeavor before anyone else, fortuitously having
connections with a distributor excited to promote their game to a
receptive audience.<span lang="en-US">
Readers of Jon Peterson’s </span><span lang="en-US"><i>Playing
at the World</i></span><span lang="en-US">
learn the emergence of </span><span lang="en-US"><i>D&D</i></span><span lang="en-US">
and other games published </span><span lang="en-US">at
that time</span><span lang="en-US">
</span><span lang="en-US">emerged</span><span lang="en-US">
from a fusion of many recreational interests, including but not
limited to fan adulation of popular fantasy and science fiction
literature, an active tabletop wargaming landscape, and groups like
the Society for Creative Anachronism (SCA) which itself merges
interest and research in history, costuming, and medival life with
imagination and community events (what I might call a “cos-play
adjacent” group today). </span><span lang="en-US">Peterson
himself acknowledges one of these roleplaying game antecedents <a href="http://playingattheworld.blogspot.com/2024/01/d-turns-50-and-something-else-turns-200.html" target="_blank">in his
own comments on </a></span><span lang="en-US"><i><a href="http://playingattheworld.blogspot.com/2024/01/d-turns-50-and-something-else-turns-200.html" target="_blank">D&D</a></i></span><span lang="en-US"><a href="http://playingattheworld.blogspot.com/2024/01/d-turns-50-and-something-else-turns-200.html" target="_blank">’s
birthday</a>.</span><p></p>
<p class="western"><strong><span style="font-weight: normal;">One
might argue </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">’s
success came because it was the first of its kind on the market, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">took
advantage of</span></span></strong><strong><span style="font-weight: normal;">
distribution channels, and turned new iterations of game elements and
the game itself into new, evolving product. </span></strong><span lang="en-US"><i>D</i></span>&<span lang="en-US"><i>D</i></span><span lang="en-US">
</span><span lang="en-US">s</span><span lang="en-US">no</span><span lang="en-US">wb</span><span lang="en-US">al</span><span lang="en-US">led</span><strong><span style="font-weight: normal;">
from t</span></strong><strong><span style="font-weight: normal;">he
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">first</span></span></strong><strong><span style="font-weight: normal;">
stage beyond a hobby endeavor into a </span></strong><strong><span style="font-weight: normal;">growing
</span></strong><strong><span style="font-weight: normal;">corporate
concern, one rife with the conflicts of egos and agendas that plague
any group of humans interacting at both the hobby and professional
levels. </span></strong><strong><span style="font-weight: normal;">During
it’s 50-year history, </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
has grown from a hobby industry into a small business into a larger
corporation, suffered missteps and financial difficulties, nearly
folded, and revived under new ownership and ultimately acquired by a
monster in the toy industry. Players aren’t always aware of these
behind-the-scenes developments; goodness knows as a clueless teenager
I had little idea what was going on in the TSR offices until I read
about them much later (and several authors have already investigated
and shed light on those episodes). New players aren’t always aware
of the game’s past iterations or development, experiencing only the
game from when they themselves first discovered it. Along the way,
however, </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
and the roleplaying game hobby have produced some amazing and
inspiring content at all levels.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I regret
</span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
has become synonymous with roleplaying games (a subject <a href="https://hobbygamesrecce.blogspot.com/2023/01/rpgs-band-aid-r-issue.html" target="_blank">I’ve discussed before</a>). The game certainly deserves credit for being the
first roleplaying game, and it definitely still dominates the market
despite recent controversies and the generally contentions nature of
players in edition loyalties; but so many other fantastic rolepalying
games exist, each deserving some credit for an outstanding </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">feature.
</span></span></strong><strong><span style="font-weight: normal;">It
makes sense that a hobby so dependent on imagination evolves so
verdantly as roleplaying games. From different rules mechanics and
graphic presentation to </span></strong><strong><span style="font-weight: normal;">new
genres, narrative formats, </span></strong><strong><span style="font-weight: normal;">and
even new play styles and philosophies, </span></strong><strong><span style="font-weight: normal;">roleplaying
games continue growing like the ever-branching limbs of a massive
tree of life. </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
might have been the seed of the hobby, and corporate </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
may be the trunk, but the nigh-infinite non-</span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">
roleplaying games out there form the branches, twigs, and leaves.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I am
slightly older than </span></strong><strong><i><span style="font-weight: normal;">D&D</span></i></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span style="font-weight: normal;">My
grandmother lived well into her 100th year. I still look dumbfounded
back on all the changes in the world her 100 years saw...and I’m
just thinking about events and developments on the world stage, let
alone in everyday life. </span></strong><strong><span style="font-weight: normal;">Fifty
years is a long time for the roleplaying game hobby and industry to
not only last, but flourish along numerous, if not seemingly
infinite, iterations. It spans players gathered around the kitchen
tables and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hobby</span></span></strong><strong><span style="font-weight: normal;">
store open-gaming spaces, individual creators, internet “content
creators,” hobby and professional pub</span></strong><strong><span style="font-weight: normal;">l</span></strong><strong><span style="font-weight: normal;">ishers,
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">all
the way to</span></span></strong><strong><span style="font-weight: normal;">
small businesses and massive corporations. </span></strong><strong><span style="font-weight: normal;">Entire
secondary markets for used games and new accessories (like dice...)
emerged to support the core play activity.</span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">he
roleplaying game industry and hobby </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">D&D</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">founded
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">represents
the dawning of an entire branch of the adventure gaming hobby, beyond
board and miniature wargames, before the collectible card game craze
started with </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Magic:
The Gathering</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and the rise to prominence of more sophisticated Euro-style board
games like </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Settlers
of Catan</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
Like those milestones, the emergence of </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">D&D</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
inspired a host of games in the same vein, 50 years of </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">amazing
creativity, inspired play, and escapist entertainment. Here’s to 50
more years of innovative developments for all roleplaying games.</span></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>Let
us never know what old age is. Let us know the happiness time brings,
not count the years.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Ausonius</span></strong></p>
<p class="western"><br /></p>
<p class="western"><strong><span lang="en-US"><span style="text-decoration: none;">*<span style="font-weight: normal;">
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">Alas,
this acknowledgment of </span></span></span></strong><strong><span lang="en-US"><i><span style="text-decoration: none;"><span style="font-weight: normal;">D&D</span></span></i></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">’s
50th birthday and the beginning of the tabletop roleplaying game
hobby has largely gone unnoticed by mainstream </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">media</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
despite </span></span></span></strong><strong><span lang="en-US"><i><span style="text-decoration: none;"><span style="font-weight: normal;">D&D</span></span></i></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
having endured the “Satanic Panic” of the 1980s and slowly become
a more acceptable and recognized part of American pop culture.
Perhaps after another 50 years....</span></span></span></strong></p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-574974175635626752024-01-23T15:11:00.017-05:002024-01-23T15:11:00.140-05:00The Lost Reference Library<p style="text-align: center;"> <strong>“</strong><strong><span style="font-size: 18pt;"><i>I
do love perusing the dictionary to find how many words I don't use –
words that have specific, sharp, focused meaning.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Geoffrey
Rush</span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYxk8rhHKla3LX9BzSnUyqFXkVrFWbLIMvBWwdtCB0vw3xjPzvub4XKasByBUZHBpM1bmefjcjOL9GsFPmftGbPqwlBlRlzZm12ZKKDKI1EdiCvy-NyJZD1YxC-KacvdVLYgURh55aw0J636Tbmp1WFQx9k-3I4xU4wh1dCA8Y1rqmQKYWnpgUyxz82WQ/s1500/Dictionary%20A.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1056" data-original-width="1500" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYxk8rhHKla3LX9BzSnUyqFXkVrFWbLIMvBWwdtCB0vw3xjPzvub4XKasByBUZHBpM1bmefjcjOL9GsFPmftGbPqwlBlRlzZm12ZKKDKI1EdiCvy-NyJZD1YxC-KacvdVLYgURh55aw0J636Tbmp1WFQx9k-3I4xU4wh1dCA8Y1rqmQKYWnpgUyxz82WQ/s320/Dictionary%20A.JPG" width="320" /></a></div>Way
back in second grade, after I had so much difficulty learning to read
in first grade, I remember my teacher stressing to us the importance
of using the classroom dictionary. The maxim seemed simple: if you
saw a word you didn’t know, get up, go to the shelf, and consult
the dictionary to learn its meaning. And we rarely bothered. Getting
up, paging through the thickest book we’d ever seen, and rummaging
around just for a word we didn’t know <span lang="en-US">or
to check spelling </span><span lang="en-US">seemed
like too much effort. These days, of course, we have online
resources, </span><span lang="en-US">spell-
and grammar-check, </span><span lang="en-US">and
auto-correct. They’re great if we actively take advantage of them
to improve our vocabulary and knowledge, but </span><span lang="en-US">it’s
far more tempting to simply rely</span><span lang="en-US">
on auto-correct to spell words properly (and reliance on that often
leads to new problems).</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">When
I was g</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">rowing
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">up</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">long
ago </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">in
the last </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">third</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
of the 20th century...)</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
spelling, proper grammar, and knowing the right word to use were </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">our</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
responsibilities. They helped us learn to communicate better, to
tailor our language to our audience, and to seek the correct way of
using words...or even, understanding that, help us to break those
rules to make a point. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
got my first desk in 1976 (before that my brother and I did our
homework at the kitchen table); my parents soon purchased and
installed adjustable bookshelves on the wall</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">s
around it. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Although
most of the shelves eventually held fantasy and science-fiction
paperbacks, those within easiest reach remained a dictionary and
thesaurus. Every dorm room, every apartment, ev</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">en
a decade into the 21st century my desk </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">always
had</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
room for several relevant reference volumes: usually a dictionary, a
style guide, and any materials for my immediate writing assignment. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
didn’t always reach for that dictionary, but it was always close at
hand.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
still have a small shelf of </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">old
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">writing
reference volumes, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">though
they no longer stand on my desk within easy reach. T</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hey</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">sit
on a shelf in my office, gathering</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
dust since I rarely </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">consult</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
them anymore: </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
dictionary and thesaurus, several style guides, a biographical
dictionary, two volumes of quotes, and a general desk reference book.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">A
pile of foreign language dictionaries sits nearby. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Internet
resources have long since </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">usurped</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
their place. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">We’re
constantly online on computers, tablets, or cell phones. We have
ready access to electronic, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">constantly
updated</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
versions of these print resources. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">And,
much to my chagrin – for I’m an old curmudgeon and dislike most
anything new-fangled – I must admit this is a good thing...at least
for those who actually use these resources.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
often </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">click
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">my</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">browser</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
bookmark for </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;"><a href="https://www.merriam-webster.com" target="_blank">Merriam-Webster Online</a> </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
use</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
the dictionary and thesaurus </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
help me learn the meaning of the specific word I’m using, determine
if it’s the right one for the context or mood, and find
alternatives. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Having
an audio pronunciation proves far easier than understanding or
looking up all the phonetic symbols (though it’s still a good skill
to have). </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">he
website also offers features about word origins </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
use </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to
engage </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">readers</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and expand their understanding of language.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;"><a href="https://translate.google.com" target="_blank">Google Translate</a> </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">helps
when I want to use foreign words in my </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">work</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
a hazard of writing historical fiction or real-world-inspired
roleplaying game material. It also </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">serves
as a good name generator. Let’s say a </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">fantasy
or sci-fi </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">character
has a particular trait, but I don’t want to use the English word as
a name. Run it through a few different </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">languages</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
to see what sounds good for the setting that also might evoke the
character trait </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">in
an English speaker</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">...often
truncating words, altering spellings, or jumbling the syllables </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">along
the way to devise a novel name.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Wikipedia
and other websites help give me a generalized overview of topics with
which I have little familiarity. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">n
the past I would have relied on public libraries or my own personal
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">collection
for this kind of information</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
but I’ve never felt comfortable in the former and realize the
limitations of the latter. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Various
quotation sites help me search for epigraphs easily, as Hobby Games
Recce readers no doubt noticed over the years. G</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ood
online sources often lead me to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">useful</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
material in printed books...which I often order from online venues.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
cannot speak for others, but I’ve made a commitment to use online
language resources more as I write, especially since it requires such
little effort today. No wandering off to the dictionary, paging
through its musty </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">pages</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
checking guide words in the top corners to see how close I am, no
deciphering phonetic pronunciation guides. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
regret in our fast-paced, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">workaholic-survivalist</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
instant-gratification internet society we rarely take the time to
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">understand</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and use these tools, all based on old, once-in-print resources. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Too
often society values only the product of our work and offers little
or no appreciation the process itself, of the value of taking one’s
time to do </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
quality</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
job right.</span></span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><span lang="en-US"><b>An
Invitation to Explore</b></span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Beyond
their essential reference function, t</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hese
resources – online or in print – invite us to wander around, much
like </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">meandering
through</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
the stacks of a good library, perusing titles, and finding
inspiration to explore new topics.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKUISz7XOMrlMixlMaz0XwicUgiU8FGOwLRCXYz7tD0pUyTzTlRlUxruytv-EEsINmviQjJHoZmB7gHBg68osdA0I4h9eUCRxWSIF7w4SMS9A9Ik8i_awOaFnOH-_Bgt4C1h67x_tN0W-6v7eZWdgD7HCXLAtlvlxiFVsNIFMLnHQiGd-G5BnqEc8SpXw/s1500/Dictionary%20B.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1125" data-original-width="1500" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKUISz7XOMrlMixlMaz0XwicUgiU8FGOwLRCXYz7tD0pUyTzTlRlUxruytv-EEsINmviQjJHoZmB7gHBg68osdA0I4h9eUCRxWSIF7w4SMS9A9Ik8i_awOaFnOH-_Bgt4C1h67x_tN0W-6v7eZWdgD7HCXLAtlvlxiFVsNIFMLnHQiGd-G5BnqEc8SpXw/w200-h150/Dictionary%20B.JPG" width="200" /></a></div>An
anecdote from my ancient past might help demonstrate. <span lang="en-US">Back
in college – </span><span lang="en-US">while
I was perusing a bachelor’s degree in creative writing – </span><span lang="en-US">I
happened to page through the dictionary seeking a word in the M
section, glancing at guide words in the page corners to direct my
search. </span><span lang="en-US">I
stumbled on o</span><span lang="en-US">ne
word, </span><span lang="en-US">based
on </span><span lang="en-US">a
proper name, I’d never heard before: “Memnon</span><span lang="en-US">ian</span><span lang="en-US">.”
</span><span lang="en-US">The
entry itself was for “Memnon,” with the guide word an adjective
form:</span><p></p>
<p class="western" style="background: transparent; margin-left: 1in; margin-right: 1in; orphans: 2; page-break-before: auto; widows: 2;"><strong><span lang="en-US"><span style="text-decoration: none;"><b>Memnon:
1.</b></span></span></strong><strong><span lang="en-US"><i><span style="text-decoration: none;"><span style="font-weight: normal;">
Gr. Myth.</span></span></i></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
an </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">Ethiopian</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
king killed by Achilles in the Trojan War and made immortal by Zeus.
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><b>2.
</b></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">a
gigantic statue of an Egyptian king at Thebes, said to have emitted a
musical sound at sunrise.</span></span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJRtf2wT1MIj5Wx5pecHLBHBerj0swR2qGGXvQhBh1wpasDQa3U8OIgkkBgmaiFwtVG6vaSOj7jPqE9kDbkgdkIoi81muc6oCoIC5QSCAfX_x_lIuLgVVHNPJvOcZqWaI6KyBTaN5wy0WqA_xz-YZQK4ctjVPbxUhnpJfg729szOrLl_zEnxHBZwsmcjo/s1280/Memnon.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1280" data-original-width="960" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJRtf2wT1MIj5Wx5pecHLBHBerj0swR2qGGXvQhBh1wpasDQa3U8OIgkkBgmaiFwtVG6vaSOj7jPqE9kDbkgdkIoi81muc6oCoIC5QSCAfX_x_lIuLgVVHNPJvOcZqWaI6KyBTaN5wy0WqA_xz-YZQK4ctjVPbxUhnpJfg729szOrLl_zEnxHBZwsmcjo/s320/Memnon.jpg" width="240" /></a></div>I
was immediately captivated by the second meaning; somewhere was a
statue of a pharaoh that made a sound at <span lang="en-US">dawn</span><span lang="en-US">.
I’d never heard of this before, despite a passing familiarity with
ancient Egyptian art and history (thanks to </span><span lang="en-US">childhood
</span><span lang="en-US">visits
to New York City’s Metropolitan Museum of Art). Back in the
mid-1980s I had no computer, no access to an all-knowing world wide
web. So I </span><span lang="en-US">trekked</span><span lang="en-US">
across campus (no doubt through snow drifts) to Hamilton College’s
wonderful library. Here</span><span lang="en-US">
I found among the stacks books to </span><span lang="en-US">feed
my hunger to know more</span><span lang="en-US">:
</span><span lang="en-US">illustrated
volumes about European powers looting Egypt’s ancient treasures,
books on ancient Egypt, </span><span lang="en-US">even
an original early 19th century account of an adventurer’s
expedition to recover a massive statue of “Memnon” now residing
in the British Museum (</span><span lang="en-US">which
my explorations of Victorian history and colonialist culture remind
me remains problematic </span><span lang="en-US">at
best</span><span lang="en-US">).
</span><span lang="en-US">My
investigation of that name </span><span lang="en-US">in
the dictionary </span><span lang="en-US">led
me into a life-long love of ancient and Victorian Egypt, an
appreciation of Islamic art, and my first short story sale years
later </span><span lang="en-US">based
on the singing statue of Memnon.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">We
can find creative and intellectual inspiration everywhere...we just
need to have an inquisitive nature and a willingness to learn. I’m
fortunate that in my youth my family encouraged us with books, trips
to historical sites and museums, and other experiences, some brief,
others </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">enduring
years</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
to see what might inspire us. Reference volumes offer one avenue of
exploration. E</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ven
in old print books browsing and chance encounters can inspire and
lead us along the path to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">greater
knowledge</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.</span></span></strong></p>
<p align="center" class="western"><strong>“</strong><strong><span style="font-size: large;"><i>Words
– so innocent and powerless as they are, as standing in a
dictionary, how potent for good and evil they become in the hands of
one who knows how to combine them.”</i></span></strong></p>
<p align="right" class="western"><strong><span style="font-size: large;">-
Nathaniel Hawthorne</span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-11961381905817590632024-01-16T15:11:00.077-05:002024-01-16T15:11:00.134-05:00Jaquays’ Mos Eisley Map<p style="text-align: center;"> <strong>“</strong><strong><span style="font-size: 18pt;"><i>Imagination
will often carry us to worlds that never were. But without it we go
nowhere.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Carl
Sagan</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzIr466v76h0Bc1Qin6ZljA-9b249xnFFx-oCAnvHVkJx76e1eEbE6bQ4dgaAMhQv3AJ2s90YKZ749MFM_3m2FeGbiCh38Y1p41ibEIFC3aolK5pL3h8xhrAJ5T5oW2mAOG0CQVuOpP796zb3gVyD2Rth9UHKzEhp29pDpgeh0eTL3YKrKKv3JNSthsSs/s1354/Jaq%20Map%20C.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="821" data-original-width="1354" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzIr466v76h0Bc1Qin6ZljA-9b249xnFFx-oCAnvHVkJx76e1eEbE6bQ4dgaAMhQv3AJ2s90YKZ749MFM_3m2FeGbiCh38Y1p41ibEIFC3aolK5pL3h8xhrAJ5T5oW2mAOG0CQVuOpP796zb3gVyD2Rth9UHKzEhp29pDpgeh0eTL3YKrKKv3JNSthsSs/s320/Jaq%20Map%20C.JPG" width="320" /></a></div>Jennell
Jaquays passed away on January 10, 2024, after <span lang="en-US">battling</span>
Guillain-Barré
syndrome. I
never met her, never corresponded with her. She left behind a <span lang="en-US">rich,
</span><span lang="en-US">enduring</span>
legacy of work for the roleplaying game and computer gaming
industries as
well as advocacy work
for LGBTQ rights. Although
I have a few vintage copies of Judges Guild materials, they don’t
include Jaquays’ <i>Dark
Tower</i>
and <i>Caverns
of Thracia </i>(something
I should remedy for my collection of “old school” <i>Dungeons
& Dragons</i>
material). But
<span lang="en-US">one
piece of her</span>
artwork served as a major inspiration for me: the amazing full-color,
double-sided
1<span lang="en-US">7</span>x<span lang="en-US">22</span>
map of downtown Mos Eisley starport and the infamous cantina included
in the first <i>Star
Wars Roleplaying Game</i>
adventure <i>Tatooine
Manhunt</i>.<p></p>
<span><a name='more'></a></span><p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMmGzvKPClt-F7ulF8VhvHC7_8D4btgwF3cNup-yynkAz1cPtJB7KQScjTlgEStf5zVX1SBGCVEeu1oehnmF7ZGgA0v0jE5E2oazAUhgGX1001H_8aXBpfH_Cek5UdDtZIfQlFb4LuBFLHRf4S2hebI0uFwEj6PW4CNdAUJOQCUZmJQ9fWTUjpRQ8lf_w/s123/TatooineManhunt.jpeg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="123" data-original-width="94" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMmGzvKPClt-F7ulF8VhvHC7_8D4btgwF3cNup-yynkAz1cPtJB7KQScjTlgEStf5zVX1SBGCVEeu1oehnmF7ZGgA0v0jE5E2oazAUhgGX1001H_8aXBpfH_Cek5UdDtZIfQlFb4LuBFLHRf4S2hebI0uFwEj6PW4CNdAUJOQCUZmJQ9fWTUjpRQ8lf_w/s1600/TatooineManhunt.jpeg" width="94" /></a></div>When
<span lang="en-US">the
adventure</span>
released in 1988 <i>Star
Wars</i>
<span lang="en-US">barely</span>
occupied an
awkward
place in popular culture such
as it was back then;
a fad of earlier times, a lingering has-been media property most
kids had grown beyond.
Many fans kept their treasured action figures, trading cards, board
games, paperbacks,
and comics,
but they’d been eclipsed by other interests. <span lang="en-US">The
</span>roleplaying
game helped resurrect some <span lang="en-US">enthusiasm
for</span>
<i>Star
Wars</i>
among
<span lang="en-US">devoted</span>
fans,
but
the game license was considered “dead” by some at West End Games
when in 1991 Timothy Zahn’s novel <i>Heir
to the Empire</i>
released...and breathed new and
<span lang="en-US">prosperous</span>
life into
that galaxy far, far away.<p></p>
<p class="western"><strong><span style="font-weight: normal;">For many
gamers </span></strong><strong><span style="font-weight: normal;">in
those bleak, pre-Zahn-novel times</span></strong><strong><span style="font-weight: normal;">
the roleplaying game rekindled our love for </span></strong><strong><i><span style="font-weight: normal;">Star
Wars</span></i></strong><strong><span style="font-weight: normal;">
with its reprinting of long-forgotten movie stills and pre-production
sketches, </span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">familiar
starships, planets, and character archetypes, and thrilling action in
a universe where our <a href="https://hobbygamesrecce.blogspot.com/2013/06/our-adventures-happen-just-off-screen.html" target="_blank">own adventures happened just off screen</a>. </span></strong><strong><span style="font-weight: normal;">It
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">inspired</span></span></strong><strong><span style="font-weight: normal;">
us </span></strong><strong><span style="font-weight: normal;">to
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">escaoe
to</span></span></strong><strong><span style="font-weight: normal;">
and explore the universe we’d loved so much, even allowing some of
us to officially create new material to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">expand</span></span></strong><strong><span style="font-weight: normal;">
it.</span></strong></p>
<p class="western"><i><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbt7uHM4eEcRi3hWc1pOrfn0UERV_CENhmuuX7aDx2CPuML_3Vh7vLfJhX9hu2d99pq7TrMgx7EjJ8_LsmoF2HjX-36Jdxs8HvYCupmo-s0bz_fVdI341A-Hpl4P7QrFECOH5geAZiCAAeXeRtpPh5RmPndWqW2TMArXw3LpWoGMCzPthsm4zmOvH05ok/s1500/Jaq%20Map%20H.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="864" data-original-width="1500" height="184" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbt7uHM4eEcRi3hWc1pOrfn0UERV_CENhmuuX7aDx2CPuML_3Vh7vLfJhX9hu2d99pq7TrMgx7EjJ8_LsmoF2HjX-36Jdxs8HvYCupmo-s0bz_fVdI341A-Hpl4P7QrFECOH5geAZiCAAeXeRtpPh5RmPndWqW2TMArXw3LpWoGMCzPthsm4zmOvH05ok/s320/Jaq%20Map%20H.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Jaquays' cantina floorplans.</i></td></tr></tbody></table>Tatooine
Manhunt</i>
was perhaps the last product I bought from the venerable <a href="https://hobbygamesrecce.blogspot.com/2012/06/remembering-branchville-hobby.html" target="_blank">Branchville Hobby shop</a> just down the road from where I grew up in suburban
Connecticut. The adventure was the first supplement I bought after
the <span lang="en-US">original</span>
<i>Star
Wars</i>
game’s hardcover rulebook and sourcebook release
in 1987. The game’s earliest adventures were saddle-stitched books
with a card-stock cover, a strip of counters for the popular <i>Star
Warriors</i>
wargame, and a folded 1<span lang="en-US">7</span>x<span lang="en-US">22</span>
double-sided, full-color map insert (all requiring the book to be
shrink-wrapped). Those early adventure maps enhanced the game and
fired the imagination: the schematics for a <i>Lambda</i>-class
shuttle, star-liner
deck plans,
<i>Victory</i>-class
Star Destroyer plans, and, of course, Jaquays’
map of Mos
Eisley and the
cantina.</p>
<p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhMWekmPTHOd-CzYH8UQq-57ntF_lsdfcpVscUJcl5ut7gex1kaMktEDrsNMORb9xUkNzHZLHrgEsRoMtMJYf3MujJXSGaOOl_SrzBbV9dtxqeBzWfH-NxP7RuzIfKGcDzH7V8OebsuSrtPL4P0hLGYh7-osp4axwsmiDF2_xNFYWETr9AbaUZ9TfP2HU/s1500/Jaq%20Map%20D.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhMWekmPTHOd-CzYH8UQq-57ntF_lsdfcpVscUJcl5ut7gex1kaMktEDrsNMORb9xUkNzHZLHrgEsRoMtMJYf3MujJXSGaOOl_SrzBbV9dtxqeBzWfH-NxP7RuzIfKGcDzH7V8OebsuSrtPL4P0hLGYh7-osp4axwsmiDF2_xNFYWETr9AbaUZ9TfP2HU/s320/Jaq%20Map%20D.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Map detail: the cantina (16) and<br />Market Place (5).</i></td></tr></tbody></table>One side
depicted the starport’s “Central Section” with numbered
locations, all keyed into the adventure’s early <span lang="en-US">chapter</span>
detailing the setting and resources (and trouble) heroes might find
there. The
maps are works of art, <span lang="en-US">created</span>
in an age before computer graphics <span lang="en-US">and
layout. The downtown map depicts a maze of alleys, raised </span><span lang="en-US">walkways</span><span lang="en-US">,
an occasional courtyard or plaza, a few larger, straight
thoroughfares, and a some obvious docking bays (including the
infamous Docking Bay 94). Stippling indicate</span><span lang="en-US">s</span><span lang="en-US">
sand patterns clinging to building walls and meandering across the
streets, and call</span><span lang="en-US">s</span><span lang="en-US">
out details on beveled building edges, struts, and numerous domes.
The level of detail is amazing. Look closer and you’ll find careful
touches: speeders parked outside Spaceport Speeders; colorful awnings
around the Market Place; </span><span lang="en-US">stairwells
leading down into cooler dwellings; moisture vaporators tucked away
in corners and alleys; and bits of junk, bins, and debris peppered
throughout the map, all helping to bring the place to life. The
cantina map, looking like it was scaled for use with the official
25mm miniatures, </span><span lang="en-US">syncs
up</span><span lang="en-US">
with scenes from the film. </span><span lang="en-US">Even
the cantina has the stippled sand texture around every piece of
furniture, wall edge, and even snaking across the floors. </span><span lang="en-US">I’ve
treasured every copy of that map I’ve come across over the years.
</span><span lang="en-US">If
I could </span><span lang="en-US">I
would</span><span lang="en-US">
have walked off with a pile of those ma</span><span lang="en-US">ps,
both to hoard and give away to friends and fans. I still have a few
floating around my game collections, </span><span lang="en-US">maybe
even one tucked away in my diorama box. </span><span lang="en-US">I
really need to find a spare and have it framed.</span></p>
<p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK7dFyveTb7dgrlpi-s1-Wj9UOtPYQbzpaPdAd8LTQK1E1ikmKqGEeLqocHIDI5Tg0uucI43Z9pLE1ZLBR27Z43UM_jFd5mDPsC31ajZBqxkynA5bc07K4LQtZRLScS_TA0zvQ8plQWYiZ8j8bCRwr1h9U5CFapieqsfPHt2o86Vir9Atf2VykFRmrruQ/s1500/Jaq%20Map%20F.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK7dFyveTb7dgrlpi-s1-Wj9UOtPYQbzpaPdAd8LTQK1E1ikmKqGEeLqocHIDI5Tg0uucI43Z9pLE1ZLBR27Z43UM_jFd5mDPsC31ajZBqxkynA5bc07K4LQtZRLScS_TA0zvQ8plQWYiZ8j8bCRwr1h9U5CFapieqsfPHt2o86Vir9Atf2VykFRmrruQ/s320/Jaq%20Map%20F.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Map Detail: Docking Bay 94.</i></td></tr></tbody></table>The
original rulebook and sourcebook <span lang="en-US">provided
the basic information about the </span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
universe – weapons, equipment, vehicles, starships, aliens, beasts
– but didn’t offer </span><span lang="en-US">much</span><span lang="en-US">
about specific adventure locations. The Mos Eisley maps gave
gamemasters a rich, specific setting in which to play, </span><span lang="en-US">numerous
buildings beyond the 22 noted in the map key and described in the
adventure, alleys and avenues for chases, docking bays for escape
objectives, and plenty of room for gamemasters and players to add
their own depth. </span><span lang="en-US">The
cantina map also helped players visualize the place where their
Tatooine escapades inevitably drew them. Both were graphically
detailed, wonderfully rendered, and pieces of artwork in their own
right. The map and the associated location source material remain the
central reason why I still think </span><span lang="en-US"><i>Tatooine
Manhunt</i></span><span lang="en-US">
is the third most influential </span><span lang="en-US"><i><a href="https://peterschweighofer.blogspot.com/p/schweigs-top-10-most-influential-d6.html" target="_blank">d6
Star Wars Roleplaying Game</a></i></span><span lang="en-US"><a href="https://peterschweighofer.blogspot.com/p/schweigs-top-10-most-influential-d6.html" target="_blank">
products</a>.</span></p>
<p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYXzu5i1p7a56ggg6vcGHdIAt8OBGDeu7z3fACO03cn5KjXYdkNbHg4sSAIOkiVVgwEONweQh50M2ScBLvvK3KHiqTEejyJE3jPoHCW-njMTa6_L2_v6QE-nqbrZ9jornZUL9afByfiaSn2gFOPaEObjxW6syqKQhAsz_B2OvhAkq7G7MWWxchpok8nzc/s1500/Jaq%20Map%20G.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYXzu5i1p7a56ggg6vcGHdIAt8OBGDeu7z3fACO03cn5KjXYdkNbHg4sSAIOkiVVgwEONweQh50M2ScBLvvK3KHiqTEejyJE3jPoHCW-njMTa6_L2_v6QE-nqbrZ9jornZUL9afByfiaSn2gFOPaEObjxW6syqKQhAsz_B2OvhAkq7G7MWWxchpok8nzc/w320-h240/Jaq%20Map%20G.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Map Detail: Grungy back alley.</i></td></tr></tbody></table>The maps
formed the basis not only of <span lang="en-US">my</span>
own gaming group’s misadventures in that first published scenario,
but inspired me to revisit Mos Eisley countless times in game
sessions. Few things inspire players more
than
<span lang="en-US">spreading</span>
a cool map in the middle of the table and giving them free reign to
explore it...all while other forces work against them according to
their own motives. For
those new to the “expanded universe” with <span lang="en-US">experience</span>
only with the films available in those days, Mos Eisley was a
familiar starting point to a galaxy full of adventure. Jaquays’ map
<span lang="en-US">was
essential to bringing</span>
that to life.</p>
<p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih4UP0z4RWEbyGL0KWMKQ6fPoGUqomwabCRaS4Xg2OLcPPUSmy2ZMJuQcg3B72XZo0trPTUZjDz4POtD9XWEmOVSBJqPV_e0Sc21BIhM-COyd8OUj7k2rbJfqzdm23GEEuFonsY_V5yoUAH3BSdB4j1BgpAFufq2ZvCirS47ksXpthdrOxzEX74ysj39o/s1500/Jaq%20Map%20A.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih4UP0z4RWEbyGL0KWMKQ6fPoGUqomwabCRaS4Xg2OLcPPUSmy2ZMJuQcg3B72XZo0trPTUZjDz4POtD9XWEmOVSBJqPV_e0Sc21BIhM-COyd8OUj7k2rbJfqzdm23GEEuFonsY_V5yoUAH3BSdB4j1BgpAFufq2ZvCirS47ksXpthdrOxzEX74ysj39o/s320/Jaq%20Map%20A.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>The mini-game map at right; can you<br />find the corresponding section<br />on Jaquays' map on the left?</i></td></tr></tbody></table>When I
worked at West End Games from 1993-98 the Mos Eisley map surfaced
several times as iconic artwork illustrating the game universe. The
company <span lang="en-US">reprinted
both maps in </span><span lang="en-US"><i>Galaxy
Guide 7: Mos Eisley,</i></span><span lang="en-US">
but in grayscale </span><span lang="en-US">in
a smaller format; Mos Eisley reduced to fit on an</span><span lang="en-US">
8.5x11-inch page, </span><span lang="en-US">the
cantina only a half-page illustration...</span><span lang="en-US">not
terribly impressive. In 1997 the </span><span lang="en-US"><i>Mos
Eisley Adventure Set</i></span><span lang="en-US">
box included </span><span lang="en-US">a
reprint of </span><span lang="en-US">the
original full-color map along with </span><span lang="en-US"><i>Galaxy
Guide 7</i></span><span lang="en-US">,
</span><span lang="en-US">a
booklet of short adventures </span><span lang="en-US">set
in Mos Eisley</span><span lang="en-US">,
and </span><span lang="en-US">12</span><span lang="en-US">
metal miniatures. </span><span lang="en-US">The
map </span><span lang="en-US">also</span><span lang="en-US">
formed the basis for the </span><span lang="en-US"><i><a href="https://hobbygamesrecce.blogspot.com/2020/05/weg-memoirs-mos-eisley-shoot-out.html" target="_blank">Mos-Eisley
Shoot-Out</a></i></span><span lang="en-US"><a href="https://hobbygamesrecce.blogspot.com/2020/05/weg-memoirs-mos-eisley-shoot-out.html" target="_blank">
promotional mini-game</a> released </span><span lang="en-US">on
the eve of</span><span lang="en-US">
West End</span><span lang="en-US">’s</span><span lang="en-US">
bankruptcy. </span><span lang="en-US">For</span><span lang="en-US">
a quick promotional flyer the company didn’t want to commission any
new artwork, </span><span lang="en-US">so
it </span><span lang="en-US">us</span><span lang="en-US">ed</span><span lang="en-US">
existing assets and put an in-house writer in charge of condensing
rules, scenarios, and ad copy onto a double-sided </span><span lang="en-US">11x17</span><span lang="en-US">
folded piece (that person </span><span lang="en-US">being</span><span lang="en-US">
Yours Truly). Setting the </span><span lang="en-US">skirmish
game in one of the most </span><span lang="en-US">infamous</span><span lang="en-US">
</span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
locations </span><span lang="en-US">made
sense, especially since we had Jaquays’ map to use as a game board.</span></p>
<p class="western"><span lang="en-US"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1zkM7bvHuF9zNxKGST-GTWyaNhfIVLIeXTSLopn4l4ajhd_iTuPXQOOERqu91Ru3u5VQd9SWQja9wB4x8o3HBDYaEWgVz_5mF31bchyphenhyphenNZOnSky0hSYTraPyfrVeQoPctjMFk5fqJI6ABfMa0jdgJVNhs8rptXZukZ__LeaFMxWSilBQP1QCXD6VIgkE4/s750/Mos%20Eisley%20Diorama.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="510" data-original-width="750" height="218" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1zkM7bvHuF9zNxKGST-GTWyaNhfIVLIeXTSLopn4l4ajhd_iTuPXQOOERqu91Ru3u5VQd9SWQja9wB4x8o3HBDYaEWgVz_5mF31bchyphenhyphenNZOnSky0hSYTraPyfrVeQoPctjMFk5fqJI6ABfMa0jdgJVNhs8rptXZukZ__LeaFMxWSilBQP1QCXD6VIgkE4/s320/Mos%20Eisley%20Diorama.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Yours Truly at left running a game<br />on the Mos Eisley diorama at a <br />convention in the mid 1990s.</i></td></tr></tbody></table>Doing
conventions for West End I wanted to design a <a href="https://hobbygamesrecce.blogspot.com/2023/03/weg-memoirs-mos-eisley-diorama.html" target="_blank">showpiece </a></span><span lang="en-US"><a href="https://hobbygamesrecce.blogspot.com/2023/03/weg-memoirs-mos-eisley-diorama.html" target="_blank">game
diorama</a></span><span lang="en-US">
where I could run quick </span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
</span><span lang="en-US">roleplaying
encounters in a familiar setting with the company’s ho</span><span lang="en-US">ard</span><span lang="en-US">
of 25mm painted miniatures. </span><span lang="en-US">What
other </span><span lang="en-US">familiar
</span><span lang="en-US">setting
could offer a docking bay, public square, cantina, and labyrinthine
alleys all ripe for different kinds of encounters? I was working with
a 3x6-foot base, so I looked at the Mos Eisley map, determined what
would fit the space at 25mm scale, and transferred the street plan to
my base, modeling buildings as best I could to imitate what I saw on
the </span><span lang="en-US">top-down</span><span lang="en-US">
map. The result was my traveling Mos Eisley diorama, which I hauled
around to different conventions to run demo games in the late 1990s.
I still have it stored beneath my wargaming table and set it up every
now and then: you can find photos of that and my other crafting work
at “<a href="https://hobbygamesrecce.blogspot.com/2015/07/schweigs-gaming-roadshow-gallery.html" target="_blank">Schweig’s Gaming Roadshow Gallery</a>.”</span></p>
<p class="western"><strong><span style="font-weight: normal;">The
continuity established by those </span></strong><strong><span style="font-weight: normal;">first
</span></strong><strong><span style="font-weight: normal;">maps </span></strong><strong><span style="font-weight: normal;">of
Mos Eisley </span></strong><strong><span style="font-weight: normal;">has
long since </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">faded</span></span></strong><strong><span style="font-weight: normal;">,
ignored by some out of convenience, then swept away after Disney
acquired Lucasfilm and erased all “expanded universe” material
from the core film-based canon,</span></strong><strong><span style="font-weight: normal;">
enabl</span></strong><strong><span style="font-weight: normal;">ing</span></strong><strong><span style="font-weight: normal;">
new storytellers to create their tales</span></strong><strong><span style="font-weight: normal;">.
Other maps of the infamous starport have since appeared, rearranged,
</span></strong><strong><span style="font-weight: normal;">re-imagined,</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">with new
</span></strong><strong><span style="font-weight: normal;">detail</span></strong><strong><span style="font-weight: normal;">s</span></strong><strong><span style="font-weight: normal;">,
in isometric formats no-doubt computer enhanced for clarity. For fans
of the original roleplaying game like me they pale in comparison to
the sheer sense of wonder Jaquays’ first maps gave </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">players</span></span></strong><strong><span style="font-weight: normal;">
as they started exploring the galaxy far, far away with their own
gaming adventures.</span></strong></p>
<p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik1cdtQOOypV81oH7dyfzF3E5rNBwuPK3obP5N9o68sGgVmOszxREeUeKoh7jIuH8dtN9TUVq2fsWOYQEWRG4aFZGQ3cbkl_bJwckYlvuIyCSk787D5m3eGh4v8OZZDlagk_k_Qrh0lEvaE5g21wokfGjXEA25WSrdUJgmAYiO1STWnbsXbSTgr5Zy_1E/s1500/Jaq%20Map%20E.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1125" data-original-width="1500" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik1cdtQOOypV81oH7dyfzF3E5rNBwuPK3obP5N9o68sGgVmOszxREeUeKoh7jIuH8dtN9TUVq2fsWOYQEWRG4aFZGQ3cbkl_bJwckYlvuIyCSk787D5m3eGh4v8OZZDlagk_k_Qrh0lEvaE5g21wokfGjXEA25WSrdUJgmAYiO1STWnbsXbSTgr5Zy_1E/s320/Jaq%20Map%20E.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Map Detail: Used speeders for sale.</i></td></tr></tbody></table>Each
person has their own unique <span lang="en-US">perspective</span>,
even among those who share particular experiences. Many have shared
reminiscences of and
tributes to
Jaquays since her passing, each a facet of her life we might have
missed but can still appreciate. <span lang="en-US">For
me h</span>er
map of Mos Eisley will always embody that first sense of excitement
returning to familiar territory in the <i>Star
Wars</i>
universe after years of languishing, all but forgotten. Even
today the map reminds me of numerous roleplaying game adventures run
in that setting, of games hosted on the starport <span lang="en-US">diorama</span>
I built, of how central the game was to me as a writer, creator, and
fan. While the original rulebooks got me started, my real journey
began with inspiration from that map. Clear skies, Jennell, wherever
you may fly.</p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>All
we have to decide is what to do with the time that is given us.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Gandalf</span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-13955223531475561682024-01-09T14:56:00.013-05:002024-01-09T14:56:00.151-05:00Fighting A Plague of Droids<p><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCtCt-FA1JXutMhSpV3zpCpz3W-TjYct81ubJVQ9DX2mj6a-5wqMuQOHumyoya3cE_uPVUn0j3l6D_2KVZUXOhXM0KgnHtxo-LbOLM_nT_F4d7gTLyaEcSlO3Ijc7YTMhUfx2bbFV7Qpi3h_za6UxTUk9UaJOJBp2-B0EAjV_LjN5kuAUnREMfN7sRm0s/s488/SW%20Clone%20Wars%20Pandemic.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="488" data-original-width="488" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCtCt-FA1JXutMhSpV3zpCpz3W-TjYct81ubJVQ9DX2mj6a-5wqMuQOHumyoya3cE_uPVUn0j3l6D_2KVZUXOhXM0KgnHtxo-LbOLM_nT_F4d7gTLyaEcSlO3Ijc7YTMhUfx2bbFV7Qpi3h_za6UxTUk9UaJOJBp2-B0EAjV_LjN5kuAUnREMfN7sRm0s/w200-h200/SW%20Clone%20Wars%20Pandemic.jpg" width="200" /></a></div>During
the New Year’s holiday our family played <span lang="en-US"><i><a href="https://boardgamegeek.com/boardgame/370913/star-wars-clone-wars" target="_blank">Star Wars The Clone Wars Game</a> – A Pandemic System </i></span><span lang="en-US"><i>Game</i></span><span lang="en-US">.
</span><span lang="en-US">It
combined our enjoyment of </span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">
and games – and my particular admiration of cooperative games –
in an immersive experience ridding the galaxy of battle droids,
planetary blockades, and iconic prequel-era villains. The rules and
procedures took a little while to understand; </span><span lang="en-US">various</span><span lang="en-US">
elements draw on the </span><span lang="en-US"><i>Clone
Wars</i></span><span lang="en-US">
themes, </span><span lang="en-US">sending
players across the galaxy pursing different strategies as
turn-by-turn the overall tension increases. </span><span lang="en-US">Designer
Alexander Ortloff adapted elements from Matt Leacock’s innovative
</span><span lang="en-US"><i>Pandemic</i></span><span lang="en-US">
mechanics to produce a suspenseful and immersive game experience
evocative of the </span><span lang="en-US"><i>Star
Wars: Clone Wars</i></span><span lang="en-US">
cartoon epics.</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I’d
had my eye on this game for much of 2023. The local Target had a few
full-price copies, then the lone one went on clearance for a savagely
damaged box corner...after which the store stopped stocking it. I
kept an eye on its price at various online vendors. But ultimately
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">patience
(and luck) won out;</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
I </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">received</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
a copy in a game convention teacup raffle. I took it home, immersed
myself in the rules, and gave it a few tries using the solitaire
rules. We finally got it to the game table with four players over the
New Year’s weekend, where, after stumbling through an initial
learning game, we </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">played
a second game and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ultimately
had a blast.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Players
control Jedi who travel across the galaxy, fighting droids and
blockades on planets, battling villains, and trying to complete
missions, all while a threat level increases under certain
unfortunate conditions. They have clone army resources to aid their
fight, but face formidable challenges in constantly invading droid
armies and scheming villains.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><i><span style="font-weight: normal;">The
Clone Wars Game</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
incorporates a number of features I admire, especially in their
relation to the source material </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
the mechanics used in </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Pandemic</span></i></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">:</span></i></span></strong></p>
<p class="western"><strong><span lang="en-US"><b></b></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW8AkYOuGtDveyi-wB_b_dnxdCcpgX2iCvgUvWVJmSRSlJc1fyrw18xWBax23yYAU-CSidXNwkDoqh_mgQRzr9Try4AT9lzJaGDpzFqNB_gtvlUS_WquhLOhgyfcLhyphenhyphenRbXkZqF6OvE8rqSeipFQvUTM15KgNWq7giwbMV3EZHpZlWHFtvtS10p_U70W8s/s299/SW%20Clone%20Wars%20Pandemic%20components.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="168" data-original-width="299" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW8AkYOuGtDveyi-wB_b_dnxdCcpgX2iCvgUvWVJmSRSlJc1fyrw18xWBax23yYAU-CSidXNwkDoqh_mgQRzr9Try4AT9lzJaGDpzFqNB_gtvlUS_WquhLOhgyfcLhyphenhyphenRbXkZqF6OvE8rqSeipFQvUTM15KgNWq7giwbMV3EZHpZlWHFtvtS10p_U70W8s/s1600/SW%20Clone%20Wars%20Pandemic%20components.jpg" width="299" /></a></b></strong></div><strong><b>Components:
</b></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
game normally retails for around $60, quite understandable given the
excellent production values in the box. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">A
full-color rules booklet with decent examples and a section
addressing specific rules concerns. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Plastic
miniatures for seven Jedi characters and four villains. Three droid
control ships (for blockades) and gobs of </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">smaller</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
battle droid minis. A chonky, custom-marked 12-sided die. Thick
plastic counters to track various in-game conditions. A large board
with 30 interconnected planets. And numerous cards detailing villain
powers, missions, Jedi abilities, planets marked for invasion, and
resources for one’s squad. Everything ties into </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars: The Clone Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
continuity, from planet names to original artwork.</span></span></strong><p></p>
<p class="western"><strong><span lang="en-US"><b>Jedi
Powers:</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Each
of the seven Jedi come with their own plastic miniature and a card
detailing their special ability. These offer advantages in using the
various rules, such as gaining an extra move, manipulating attack
resources, and drawing from the squad deck (the core source of each
Jedi’s military power). Some seem underrated in the face of Anakin
and Ahsoka’s combat-heavy powers, but players learn how to best use
them in the game.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Villains:</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Asajj
Ventress, Darth Maul, General Gr</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ie</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">vous,
and Count Dooku </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">each
have their own mini, too, as well as a large-format card and a
six-card threat deck. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
card indicate their strengths and any turn actions, with the opposite
side outlining a final mission to defeat them one Jedi players have
completed all other missions. The threat deck reveals a new card each
turn, with different actions for each villain; some move villains or
potentially increase the threat level, others harm Jedi, others place
droids on the map. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Each
one employs a different strategy that requires players to learn how
to counter. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">One
card in each deck indicates an invasion where one planet gets three
droids </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the
previously invaded planet cards get shuffled back into the deck,
escalating the war. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">This
event often increases the number of those cards to draw</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Invasion</b></span></strong><strong><span lang="en-US"><b>:
</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">One
deck has a card for each planet on the board, plus ones for the
current primary and secondary missions. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Players
draw these to initially “seed” planets with battle droids during
set-up, with two planets each getting three, two, and one droid (the
last planet drawn also gets the villain). </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Each
turn after the villain </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">acts</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
players turn over one card and add a battle droid figure to that
planet. If the total there would exceed three, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">place
a blockade ship instead and advance the game’s threat level. Jedi
must defeat blockades before attacking other enemies at a location or
attempting a mission there.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b></b></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoeyq_jFNTGxhEyDHaxajzXjWlJeY8SV4E6Uzf7lYH08jFZ4aJQgjwGLcnAXY1VMC-3uf8NvpA9GIYzL1ndzjeNgO1qI0YiqMcrLlTMCAAVxcs4onWqr3j91DDCrvb4gapJnkOXbWUIu_5VS4FMxqo71DR6AI3sygsv5HS84zCcW-FzVBZLogZihYhag0/s225/SW%20Clone%20Wars%20Pandemic%20minis.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoeyq_jFNTGxhEyDHaxajzXjWlJeY8SV4E6Uzf7lYH08jFZ4aJQgjwGLcnAXY1VMC-3uf8NvpA9GIYzL1ndzjeNgO1qI0YiqMcrLlTMCAAVxcs4onWqr3j91DDCrvb4gapJnkOXbWUIu_5VS4FMxqo71DR6AI3sygsv5HS84zCcW-FzVBZLogZihYhag0/w200-h200/SW%20Clone%20Wars%20Pandemic%20minis.jpg" width="200" /></a></b></strong></div><strong><b>Combat:
</b></strong><strong><span lang="en-US"><span style="font-weight: normal;">To
remove blockades, droids, and even the villain, Jedi must travel to
an occupied planet and engage in combat. Rolling the chonky d12
reveals symbols indicating hits on villains and damage Jedi sustain;
they can increase hits by spending squad cards from their hand and
can mitigate or suffer damage by “exhausting” specific cards or
discarding some. Combat was always a core element of action </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">The
Clone Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
cartoons, so this system works nicely to afford some flexibility and
suspense.</span></span></strong><p></p>
<p class="western"><strong><span lang="en-US"><b>Missions:</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Two
missions remain active at any given time in the game. The higher the
challenge level, the more missions they must complete. Like combat,
missions require a roll of the combat die, but the hits required to
succeed are often high; missions also indicate what squad cards can
contribute hits and how much damage a Jedi sustains. Unlike combat,
which a Jedi can only undertake on their turn, any Jedi on a mission
planet can contribute squad cards to the success (though the active
player is the only one to roll the chonky d12).</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Squad
Cards:</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Players
can keep up to seven squad card for resources. Assault and Stealth
cards bolster combat, Armor negates damage, and Ships allow one
additional move per move action. When used players turn them on their
side to indicate they’re “exhausted,” and they refresh at the
start of that player’s next turn. A few ally cards offer some
special benefits. All of them feature illustrations of familiar
characters from the series (including a “Bad Batch” card...).</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Big
Galaxy:</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
board is large and has edge spaces for the various card decks and
discard piles. Hyperlanes connect 30 planets with familiar names from
the series, each with a mission </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">card</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
evocative of the location and its role in the cartoon. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">But
getting around can prove difficult. Each turn players can use up to
four actions: moving their Jedi one planet, reinforcing with a draw
from the squad deck, engaging in combat, or attempting a mission.
Using all four actions to move, even with an extra move from a Ship
card, might get one halfway across the galaxy...but then their turn
is finished. Since villains act after each Jedi turn, spending all
those actions moving isn’t always an option.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">There’s
a lot going on in </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">The
Clone Wars Game</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
and I’ll admit, for beginners, it can all seem somewhat daunting.
But after one practice game we’d figured out the mechanics enough
for a more fluid second game, during which we ironed out our
strategies. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Most
of the rules fit well with the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Clone
Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
theme, which helps make them a bit more intuitive.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCs93EJ1HJ8YfzscZWrb7-386adVfLjJUyztWKQBQxD8E8VfM3NOiLC0aprkwJJgY1wnmZ04pUcwpTMdd1hUmOeCtcl4QHAAgiE0d5ML_GQYJ0CuTC5TdlWfV8GIHJXUHCGB-rrFEix0AE94RTiYdcCIIBTJAGyjNtYZaYd5wBrKYTTpN3BeLdVEIuuEw/s225/SW%20Clone%20Wars%20Pandemic%20minis%20cards.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCs93EJ1HJ8YfzscZWrb7-386adVfLjJUyztWKQBQxD8E8VfM3NOiLC0aprkwJJgY1wnmZ04pUcwpTMdd1hUmOeCtcl4QHAAgiE0d5ML_GQYJ0CuTC5TdlWfV8GIHJXUHCGB-rrFEix0AE94RTiYdcCIIBTJAGyjNtYZaYd5wBrKYTTpN3BeLdVEIuuEw/s1600/SW%20Clone%20Wars%20Pandemic%20minis%20cards.jpg" width="225" /></a></div>After
muddling through our first game and losing to Asajj Ventress, we
tried a second game against General Grievous. During his action he
peppered the board with extra battle droids and damaged Jedi. Our
four Jedi traversed the galaxy, trying at once to keep the droid
count down, kick Grievous off the board, and complete missions. My
son, who played Anakin, remained true to character, charging
recklessly into combat to clear out droids and engaging in one of the
more challenging missions, where, single-handedly, he defeated the
Zillo beast (after estimating he had a 50% chance of success on his
chonky d12 die roll...). In the final confrontation with Grievous, he
undertook several of the mini-missions on his own, though we
ultimately needed a few turns to defeat him and win the game just as
the threat level hovered on the brink of defeat.<p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
highly recommend </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">The
Clone Wars Game </span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to
any fan of the cartoon series, whether or not they like cooperative
games or escalation mechanics like those used in </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Pandemic</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
Having 30 different missions, with only a few used each game, as well
as four different villains and seven Jedi to play, keeps the game
fresh on subsequent plays. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Although
it can accommodate up to five players, it can also run solitaire
(using two Jedi), an ideal way to learn the rules and have fun in the
</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
universe when nobody else can play.</span></span></strong></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com1tag:blogger.com,1999:blog-8333965379660280891.post-90235564155263326682024-01-04T15:52:00.014-05:002024-01-04T15:52:00.237-05:00New Year Blues<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>Be
at war with your vices, at peace with your neighbors, and let every
new year find you a better man.”</i></span></strong></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><span lang="en-US">Benjamin
Franklin</span></span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsdAosXbWI14oYEAsbWTZyEsKC-AfwYZ2JUt4CoL3rgHUXN2_DVxTwbOOWV1k8hTN88aaIznfZJLREqQbRhp7W7CtuFWkfipccd2rtOsGf2-nG8qdmHjbCol7M4uURCg11gBGBBPmYxfnwzYIXeNg9Q5hzwTbAz6DpfQnAsgf4O_wF3f_8H1fwqXV0VGc/s640/Moor%20Winter%20Sunrise.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="427" data-original-width="640" height="214" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsdAosXbWI14oYEAsbWTZyEsKC-AfwYZ2JUt4CoL3rgHUXN2_DVxTwbOOWV1k8hTN88aaIznfZJLREqQbRhp7W7CtuFWkfipccd2rtOsGf2-nG8qdmHjbCol7M4uURCg11gBGBBPmYxfnwzYIXeNg9Q5hzwTbAz6DpfQnAsgf4O_wF3f_8H1fwqXV0VGc/s320/Moor%20Winter%20Sunrise.jpg" width="320" /></a></div>I
enjoy the <span lang="en-US">December</span><span lang="en-US">
holidays with their festive meals, gifts, and occasions to gather
with friends and family; but I don’t care much for the far more
sobering New Year </span><span lang="en-US">celebration</span><span lang="en-US">.
Aside from cutting short the </span><span lang="en-US">yuletide</span><span lang="en-US">
celebrations (those “12 Days of Christmas” that supposedly last
until Epiphany), it heaps upon us even more obligations – to
reflect on our accomplishments and advancements of the past year, to
set goals for ourselves in the new one, to prepare for the austerity,
culling, and organizing of the severe winter months – all onerous
propositions after such extravagant indulgences of the holidays.</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Our
society emphasizes t</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">he
start of a new year </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">s
a time to look backward at what we’ve accomplished and look forward
to our future challenges. Although I’m an advocate of reflecting on
our past experiences to learn, I don’t always relish it </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">on
a personal level</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">;
and in looking toward the future I’m hobbled by my anxieties and
the overall uncertainty of it all </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">in
a constantly changing world that heaps expectations and obligations
upon us with uncaring abandon.</span></span></strong></p>
<p class="western" style="font-weight: normal; text-decoration: none;"><strong><span lang="en-US"><span style="font-weight: normal;">Looking
back </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">on
2023 </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
realize I published </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">about
45,000 words over 30 different articles </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">here
at Hobby Games Recce. I ignore my other engagement metrics – views
and comments – because I’ve learned they’re ultimately
disappointing, both by my meager standards and the internet’s
massive numbers for a seemingly infinite crowd of “influencers.”
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">But
my numbers, especially the number of posts, offers some minor
satisfaction. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I’ve
long given up trying to publish a meaningful, insightful post once
each week. I don’t always have something worth saying, I don’t
always have the energy, enthusiasm, or time, and I’m all too often
questioning whether it’s really worth it all given the vast scope
of the internet and the growing prominence of podcasts and videos
over the written word. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">So
I suppose the fact I didn’t just throw in the towel on Hobby Games
Recce is a positive “win” for 2023.</span></span></strong></p>
<p class="western" style="text-decoration: none;"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtsLyh610BRQzZFDQ1UMJyd2gT4U04e6Wt1zB-xBS7QWBdp4UWycUHHIRUiLeV2WWTJU0YxgGuD2JqbY7Zel2oIcx3ntVONbVrNBoxen9Aa88b2lPuncJ8A_rdEZIDaRB2ebCpURNAyk9N0rm56wCXBTXOQs8UyfW9WItFOVuANBVSMvJouMeLMDjbms/s1428/ClonesVSDroids.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="819" data-original-width="1428" height="184" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtsLyh610BRQzZFDQ1UMJyd2gT4U04e6Wt1zB-xBS7QWBdp4UWycUHHIRUiLeV2WWTJU0YxgGuD2JqbY7Zel2oIcx3ntVONbVrNBoxen9Aa88b2lPuncJ8A_rdEZIDaRB2ebCpURNAyk9N0rm56wCXBTXOQs8UyfW9WItFOVuANBVSMvJouMeLMDjbms/s320/ClonesVSDroids.jpg" width="320" /></a></div>The
past year had some quiet successes for me as well. I got a better
handle on my <span lang="en-US"><i><a href="https://hobbygamesrecce.blogspot.com/2023/04/journey-to-mage-blight-hills.html" target="_blank">Mage-Blight
Hills</a></i></span><span lang="en-US"><a href="https://hobbygamesrecce.blogspot.com/2023/04/journey-to-mage-blight-hills.html" target="_blank">
</a>medieval fantasy roleplaying game setting project and I made some
solid writing progress on it. On the wargaming front I also
resurrected my </span><span lang="en-US"><i>Skirmish
Kids</i></span><span lang="en-US">
project, made some significant revisions, and sent it out for
playtesting. </span><span lang="en-US">The
momentum from both helps me move forward continuing work on these
projects.</span><p></p>
<p class="western" style="font-weight: normal; text-decoration: none;"><strong><span lang="en-US"><span style="font-weight: normal;">Do
I have </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">aspirations</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
for the coming year? I suppose. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Here
at Hobby Games Recce </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I’d
like to continue posting game-relevant material, the usual mix of
product features, commentary, reminiscences of my time at West End,
reports on my own game design journey, and missives about issues on
my mind, all as the mood strikes me. Maybe every other week, maybe
more. I make no promises. I expect I’ll spend some </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">effort</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
resisting the constant urge to simply stop blogging. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">My
two main game projects </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">mentioned
above still need more </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">solid
work, especially after almost two months of holiday </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">activities</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
consuming my time and energy. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
think as the </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">festive</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
madness dissipates in the cold, harsh reality of the </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">n</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ew
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">y</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ear
I’m returning </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">from
my short break </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">with
somewhat renewed </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">enthusiasm</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and fresh </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">focus</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHOsjZmI4UEaYNY5oU5VWzu-uRnyiesf8TEvHVm-R8gjbecV7pB5qfHcIgDW8riLkMXerVN4tRlptccSQCF8xMJrkI0ozMsQy4-6PtgjZd_r2KSTPuHDy9U5jasUOgHDjDSCQHWJcW3rstFMrT6oGarmMzULRjKcdUqnHZeCCa8d9F8Ia0BBOsqAUUH0Y/s886/GNWWWII02.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="488" data-original-width="886" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHOsjZmI4UEaYNY5oU5VWzu-uRnyiesf8TEvHVm-R8gjbecV7pB5qfHcIgDW8riLkMXerVN4tRlptccSQCF8xMJrkI0ozMsQy4-6PtgjZd_r2KSTPuHDy9U5jasUOgHDjDSCQHWJcW3rstFMrT6oGarmMzULRjKcdUqnHZeCCa8d9F8Ia0BBOsqAUUH0Y/s320/GNWWWII02.jpg" width="320" /></a></div>I
am also <span lang="en-US">already
looking toward a few public </span><span lang="en-US">gaming
</span><span lang="en-US">possibilities</span><span lang="en-US">.
</span><span lang="en-US">We
enjoyed a New Year’s weekend gam</span><span lang="en-US">e</span><span lang="en-US">
day with a friend (including fondue), which I’m hoping kindled the
urge in our family to return to Thursday family game nights and a
monthly invite to friends for an afternoon of food and games. </span><span lang="en-US">I’m
slated to run my “SOPAC Patrol” game at the Potomac
Wargamers/NOVAG game day on Sunday, Feb. 4, in Centreville, VA (using
Bob Corderey’s </span><span lang="en-US"><i>Gridded
Naval Wargames</i></span><span lang="en-US">
rules and GHQ 1:2400 ships). I’m still deciding what to run at a
regional wargaming convention later that month in Wiliamsburg, though
I think my son and I are </span><span lang="en-US">at
least</span><span lang="en-US">
committed to attending. </span><span lang="en-US">Alas,
I learned the hard way in 2023 that my immediate </span><span lang="en-US">area</span><span lang="en-US">
has little interest in such diversions, either as an activity
associated with the local history museum or with the local public
library’s events.</span><p></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwXITF2Ixj7LHflXYfXjr52R3WiP_Zx-RPxuk5osiBMd882ZO0oBrfzVKH1ZauYN-vO1F5njyzBVRVoRqgHE9TyzsSS-Uj-hEMTVCpCAkkaAL9CtRsPJmM2ZmB881SYIb0SsSm0pRRLtNTVtMMkPZjF29sFXMEZLbSxND-iqmVU2zzcA_8kItuGYtJea4/s640/Moor%20Winter%20Mountain%20Snow.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="360" data-original-width="640" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwXITF2Ixj7LHflXYfXjr52R3WiP_Zx-RPxuk5osiBMd882ZO0oBrfzVKH1ZauYN-vO1F5njyzBVRVoRqgHE9TyzsSS-Uj-hEMTVCpCAkkaAL9CtRsPJmM2ZmB881SYIb0SsSm0pRRLtNTVtMMkPZjF29sFXMEZLbSxND-iqmVU2zzcA_8kItuGYtJea4/s320/Moor%20Winter%20Mountain%20Snow.jpg" width="320" /></a></div>I
have plenty of things I’m not looking forward to in the new year. I
try very hard to maintain a positive attitude online and in the blog
(though I don’t always succeed), so I’ll set those aside for now
in the large garbage dumpster of smoldering anxieties, festering
conflicts, personal doubts, inevitable miseries, and other things I’m
generally dreading in the coming months. <span lang="en-US">Rather
than becoming mired in the societal </span><span lang="en-US">self-improvement
</span><span lang="en-US">obligations
of the New Year’s holiday I focus on the end of the yuletide
celebrations, basking in the joy they brought, and </span><span lang="en-US">face</span><span lang="en-US">
the challenges at hand – gaming and otherwise – with </span><span lang="en-US">the</span><span lang="en-US">
</span><span lang="en-US">refreshed
perspective and recharged energy of returning to something I’ve set
aside for a short while.</span><p></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>And
now we welcome the new year. Full of things that have never been.”</i></span></strong></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><span lang="en-US">Rainer
Maria Rilke</span></span></span></strong></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-2331940543395897912023-11-14T15:24:00.001-05:002023-11-14T15:24:00.140-05:00A Holiday Break<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i><b>Life
must be lived as play, playing certain games, making sacrifices,
singing and dancing, and then a man will be able to propitiate the
gods, and defend himself against his enemies, and win in the
contest.”</b></i></span></strong></p>
<p align="right" class="western">– <span style="font-size: large;"><b>Johan
Huizinga</b></span></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitNAfou7amwM9UpvnT0Pdd8QPSWr_kG7_oiiB2qDyjOsLyGVGr3NnFXy1OWI_NiqZ6OQnhRNqaW-5VMBzwvX_urpbSQBAgF5DoYruOtM82nyP9-Tjdj2e1cgbiJaUmUK4GrLVCoIr8kqrJrWyHSt1LP4CI5mJMl75fugv3JGWh4e5gnU4bGJTXk6PZgYQ/s1500/Hermitage%20of%20Oblivion.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1156" data-original-width="1500" height="247" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitNAfou7amwM9UpvnT0Pdd8QPSWr_kG7_oiiB2qDyjOsLyGVGr3NnFXy1OWI_NiqZ6OQnhRNqaW-5VMBzwvX_urpbSQBAgF5DoYruOtM82nyP9-Tjdj2e1cgbiJaUmUK4GrLVCoIr8kqrJrWyHSt1LP4CI5mJMl75fugv3JGWh4e5gnU4bGJTXk6PZgYQ/s320/Hermitage%20of%20Oblivion.jpg" width="320" /></a></div>I
think I need a holiday break. From many things, really, but in this
case, writing and posting here on Hobby Games Recce. The fact that
this is my <span lang="en-US">fourth
start on a blog post in 24 hours demonstrates I’m pushing myself,
</span><span lang="en-US">am
</span><span lang="en-US">way
too critical of myself, and </span><span lang="en-US">continue
struggling </span><span lang="en-US">to
overcome my self-confidence demons. </span><span lang="en-US">Besides,
e</span><span lang="en-US">verything
seems a bit overwhelming these days. I’m battling my usual personal
anxieties and insecurities about my creativity, productivity, and
life in general, </span><span lang="en-US">including
</span><span lang="en-US">drama
with sanctimonious, self-righteous in-laws. Larger concerns
overshadow everyone’s lives these days, from the dysfunction of
American government</span><span lang="en-US">,
the specter of growing white nationalis</span><span lang="en-US">tic</span><span lang="en-US">
fascism, </span><span lang="en-US">and
wars in Ukraine and Gaza and the loss of innocent lives in the
crossfire. </span><span lang="en-US">Oh,
yes, and we have all these touchy-feely, mindlessly happy holidays
like American Thanksgiving and yuletide celebrations that
simultaneously require lots of time, energy, and effort along with
the demand that we </span><span lang="en-US">endure</span><span lang="en-US">
all this with a smile on our faces.</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Apologies.
I try very hard to maintain a generally positive presence online. I
don’t always succeed. Please forgive this lapse. Take it as
evidence I need a break. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Maybe
find some humor in it.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">his
time of year is</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
crummy </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">for</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
blogging anyway. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
usually succumb to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">writing
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
vapid Thanksgiving missive, the inevitable yuletide holiday attempt
at sounding hopeful amid all the darkness, and either a look back at
the past year or a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">n</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">insipidly</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
optimistic </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">view</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
toward the new one. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">A</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ll
of which garner</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">s</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
lower-than-usual readership numbers (which are already pretty low to
begin with). and little engagement (also pretty low throughout the
year).</span></span></strong></p>
<p class="western"><span lang="en-US"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0aGbWAYIwHghIsXXik956SVh7x2zmidac3sVe21zBWry8IkD5jbLmlKk214iOVR4ROg86ZgbrNEf8WkQoz3ENMiSr6PMUsXCNqBBnxgwGqakupACvlc3aKCn-KHjoYsOry3MrZTy2M1LnZFQuSfiC0cMVXmll5AS0vcOuD3fGNWhXrerZCzoARSiSfAY/s1920/Stollen%20for%20Ad.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1038" data-original-width="1920" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0aGbWAYIwHghIsXXik956SVh7x2zmidac3sVe21zBWry8IkD5jbLmlKk214iOVR4ROg86ZgbrNEf8WkQoz3ENMiSr6PMUsXCNqBBnxgwGqakupACvlc3aKCn-KHjoYsOry3MrZTy2M1LnZFQuSfiC0cMVXmll5AS0vcOuD3fGNWhXrerZCzoARSiSfAY/s320/Stollen%20for%20Ad.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Mmmm...stollen. (Note: Not actual<br />stollen I baked.)</i></td></tr></tbody></table>So
how am I spending my time away from Hobby Games Recce? I’d like to
take some time for myself in the Hermitage at the Edge of Oblivion,
my euphemism for </span><span lang="en-US">stepping
away from posting here to focus on other projects and simply clear my
mind. </span><span lang="en-US">That’s
on my list somewhere...way at the bottom, I’m afraid. In the mean
time I’m consumed with holiday work: baking stollen as yuletide
gifts (alas, too late for those who celebrate a “Stollen Election”
day) </span><span lang="en-US">along
with a few other sweet treats</span><span lang="en-US">;
hosting family for Thanksgiving and my son’s birthday; undertaking
yuletide holiday activities like buying and wrapping presents,
setting up lights, the tree, and the train, and cooking for everyone;
</span><span lang="en-US">and
perhaps finding a few stolen moments to work on </span><span lang="en-US">my
</span><span lang="en-US"><i><a href="https://hobbygamesrecce.blogspot.com/2023/04/journey-to-mage-blight-hills.html" target="_blank">Mage-Blight
Hills</a></i></span><span lang="en-US"><a href="https://hobbygamesrecce.blogspot.com/2023/04/journey-to-mage-blight-hills.html" target="_blank">
fantasy roleplaying setting</a> (system-neutral), with which I feel
slightly greater sense of accomplishment than the blog, despite its
far-from-publishable form.</span></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
have my coping strategies, of course. Stepping away from Hobby Games
Recce for a short while is one of them, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">something
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">that
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">usually
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">helps
me return with a fresh perspective and renewed energy. Immersion in
games helps, whether reading the rules and playing around with a new
acquisition (a used copy of Avalon Hill’s 1964 </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Midway</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
game), setting up some quick battles on the wargaming table (when not
used for gift wrapping), </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">exploring
some solitaire gaming (</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Iron</span></i></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">sworn</span></i></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">:
Starforged</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
beckons),</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and getting some Zen time painting miniatures. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
am already imbibing in holiday spirits, notably an IV drip of good
(and cheap) gl</span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span lang="en-US"><span style="font-weight: normal;">ü</span></span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hwein,
a </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">sweet,
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">spiced,
red holiday wine served cold or mulled, quite tasty and relaxing at
8.7% ABV. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
have plenty of unread books to tempt me into a momentary and
immersive respite. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
expect I will vent my stress journaling in my “Dr. Daniels”
therapy file. Hmmm, seems I thought I had more coping strategies
sitting around in dusty corners. Maybe not as many as I’d hoped.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">For
those seeking an early dose of holiday inspired content, I recommend
some of my past missives, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">most
of which, however dated, still seem relevant today</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">:</span></span></strong></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2022/12/a-little-more-light-this-year.html" target="_blank"><strong>“</strong><strong><span lang="en-US"><span style="font-weight: normal;">A
Little More Light This Year”</span></span></strong></a></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2022/11/share-our-good-fortune.html" target="_blank"><strong>“</strong><strong><span lang="en-US"><span style="font-weight: normal;">Share
Our Good Fortune”</span></span></strong></a></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2020/12/the-light-within-darkness.html" target="_blank"><strong>“</strong><strong><span lang="en-US"><span style="font-weight: normal;">The
Light within the Darkness”</span></span></strong></a></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2020/11/giving-thanks-in-plague-year.html" target="_blank"><strong>“</strong><strong><span lang="en-US"><span style="font-weight: normal;">Giving
Thanks in A Plague Year”</span></span></strong></a></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2015/11/living-thanks_24.html" target="_blank"><strong>“</strong><strong><span lang="en-US"><span style="font-weight: normal;">Living
Thanks”</span></span></strong></a></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Lest
I forget, </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">thank
you kind readers</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
I hope I can provide more enlightening, entertaining, and inspiring
material for you in the New Year. May you remain grateful this
Thanksgiving, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">discover</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
the light in the darkness this yuletide, and find renewal in the New
Year. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Take
care of yourselves and each other. </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Carpe
ludum!</span></i></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i><b>But
in the end it’s only a passing thing, this shadow; even
darkness must pass.”</b></i></span></strong></p>
<p align="right" class="western">– <span style="font-size: large;"><b>Samwise
Gamgee</b></span></p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com3tag:blogger.com,1999:blog-8333965379660280891.post-88419711851055525912023-11-07T15:23:00.018-05:002023-11-07T15:23:00.135-05:00Imperfect Information<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>Imperfect
information is information which in one or more respects is
imprecise, uncertain, incomplete, unreliable, vague or partially
true.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><span style="font-style: normal;"><b>Kayakan
& Khanesar*</b></span></span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPqhnhRe1D96M8HzVHneg3Jxy6jWuVGDFOXEW_spYX94SjOjhRkyeRxsN2j4dnFOl9_TQRGPb6vsnn-6X2dQkOKOsbbxKtGfQntmjMpVTjqrTP-eS4V4dK11D30Avq68VrFNRADi20_EXMOMqmmzdw6uvokiOl5oi5Py3RNvpzE50eTJ4jnjrCHIELjgo/s1954/Choice.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1954" data-original-width="1954" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPqhnhRe1D96M8HzVHneg3Jxy6jWuVGDFOXEW_spYX94SjOjhRkyeRxsN2j4dnFOl9_TQRGPb6vsnn-6X2dQkOKOsbbxKtGfQntmjMpVTjqrTP-eS4V4dK11D30Avq68VrFNRADi20_EXMOMqmmzdw6uvokiOl5oi5Py3RNvpzE50eTJ4jnjrCHIELjgo/w200-h200/Choice.jpg" width="200" /></a></div>My
recent <a href="https://hobbygamesrecce.blogspot.com/2023/08/design-choice-rumors.html" target="_blank">missive about rumors</a> in roleplaying games started
me thinking about imperfect information, both in games and in our
real-world experiences. Rumors
<span lang="en-US">are</span>,
in their own way, <span lang="en-US">uncertain</span>
information, especially useful for gamemasters in <span lang="en-US">encouraging</span>
characters <span lang="en-US">to
pursue</span>
opportunities
for adventure
(or misadventure). Games of all kinds help us learn how to estimate
the current
situation (or
game state) <span lang="en-US">so
we can plan and implement</span>
responses (often moves or strategies) to alter that situation toward
our goal of winning. Not having perfect information allows for more
unpredictable variables in our assessments and usually provides a
deeper, more challenging (and hence possibly a more satisfying) game
experience. Games often provide us learning opportunities in
safe-to-fail environments. We deal with <span lang="en-US">incomplete</span>
information in o<span lang="en-US">ur
everyday lives, </span><span lang="en-US">too,
whether or not we want to admit it. </span><span lang="en-US">L</span>earning
how to estimate <span lang="en-US">a</span>
situation in games, <span lang="en-US">taking
into account</span>
imperfect information, can help us stumble through the numerous
real-life <span lang="en-US">uncertainties</span><span lang="en-US">
we face and </span>decisions
we must make.<p></p>
<span><a name='more'></a></span><p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlm9IXvdHg78UXkI1EOAgK_KXbXLbUTez8l4GJbdQ1VBezTg3iLKERj6lpWxANz0LqLVtwH0sdZAGS7pPAO-9KHNipvVqd4NHhuns5I8JEoGJOhiOLqUV2VF1Qcw4dp3iR9GRd_DZtgdgjBOIM6WMh8vYxvmF02NmOwuoO1aRLYvZoeQg1Qa3txklPIBU/s628/Chess%20Puzzle.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="472" data-original-width="628" height="151" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlm9IXvdHg78UXkI1EOAgK_KXbXLbUTez8l4GJbdQ1VBezTg3iLKERj6lpWxANz0LqLVtwH0sdZAGS7pPAO-9KHNipvVqd4NHhuns5I8JEoGJOhiOLqUV2VF1Qcw4dp3iR9GRd_DZtgdgjBOIM6WMh8vYxvmF02NmOwuoO1aRLYvZoeQg1Qa3txklPIBU/w200-h151/Chess%20Puzzle.jpg" width="200" /></a></div>Games
can teach us many lessons. A few like chess offer us “perfect
information,” a sort of “WYSIWYG” of the game state on any
given turn. <span lang="en-US">(</span><span lang="en-US">An
o</span>pponent’s
hidden
strategy <span lang="en-US">remain</span><span lang="en-US">s</span>
a constant <span lang="en-US">aspect</span>
of a game’s imperfect information, though players can sometimes
guess
<span lang="en-US">possible
actions</span>
based on the
current game state and known victory
conditions.) But
many games
conceal
information through game mechanics. What cards or pieces does my
opponent hold in reserve? <span lang="en-US">Random
elements like die rolls and card </span><span lang="en-US">or
tile </span><span lang="en-US">draws
add to </span><span lang="en-US">a
game’s tension and can easily derail the best laid plans.</span><span lang="en-US">
</span>We
manage through the game nonetheless, making the best moves for the
situation at the time. Usually we’re most uncertain as the game
begins and strategies start coalescing among players. We
watch the overall situation unfold as play progresses, estimating our
situation despite uncertainties and planning how best to use our
resources to move toward our goals, both short-term by turns and
long-term victory over the game. Often
by mid or end game we’re pretty certain who’s winning, though
some games keep
players wondering, and hence very engaged, until the very end
(usually
those with complicated <span lang="en-US">methods</span>
of scoring the end-game state).<p></p>
<p class="western"><strong><span style="font-weight: normal;">Imperfect
information in games also forces us to deal with unexpected
situations arising from random elements, uncertainty inherent in the
mechanics, or competitors’ unforeseen actions. We scurry about
using our resources and the rules affecting the game state to
overcome these obstacles and stay on course toward victory
conditions. We’re not always successful...but games offer a
safe-to-fail environment. So we lose the game, swallow our pride,
congratulate the winner, and move on. Sometimes giving that game
another try to learn how we might better use in-game resources, alter
our strategie</span></strong><strong><span style="font-weight: normal;">s,
and handle the inevitable adversity uncertainties inject into our
plans.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I
continue noticing parallels between games and real-life issues: </span></strong><strong><span style="font-weight: normal;">how
we deal with <a href="https://hobbygamesrecce.blogspot.com/2020/11/winning-losing-graciously.html" target="_blank">victory and defeat</a>; </span></strong><strong><span style="font-weight: normal;">how
<a href="https://hobbygamesrecce.blogspot.com/2023/08/reflecting-on-our-game-experience.html" target="_blank">reflection </a>remains necessary to learn from both game and life
experiences; how we might better <a href="https://hobbygamesrecce.blogspot.com/2023/10/an-invitation-to-empathy.html" target="_blank">empathize with others</a> (a few among
many similar topics you’ll find wandering through Hobby Games
Recce). </span></strong><strong><span style="font-weight: normal;">Perhaps
if we played more games as a society we might have better resilience
in the face of adversity. </span></strong><strong><span style="font-weight: normal;">We
might better take into account imperfect information – or question
the veracity of information presented as truth – learning to better
anticipate how uncertainties can evolve and alter our expectations
and reactions to such developments. </span></strong><strong><span style="font-weight: normal;">“</span></strong><strong><span style="font-weight: normal;">The
Future” is one big roiling ball of uncertainty...imperfect
information, if you will. </span></strong><strong><span style="font-weight: normal;">At
best we tend </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to</span></span></strong><strong><span style="font-weight: normal;">
muddle through it without much introspection, reacting with little
thought rather than, estimating the situation, adjusting
contingencies, and making carefully considered moves.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I’ve
found looking at history through the perspective of imperfect
information </span></strong><strong><span style="font-weight: normal;">leavened
with a bit of empathy </span></strong><strong><span style="font-weight: normal;">–
especially as events unfolded to those living them – a particularly
effective lens in trying to understand how people felt and how
decision makers chose </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to
act in the immediacy of historical events</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">as
they unfolded...without the benefit of hindsight or an omniscient
perspective.</span></span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJgRgg1NVSpDQ174Wq9puYCcVgDIRrfwSinz2LWAgkfLLnyy5FVYuUTyF38fh2QvfOxEsgEA_GatFOP5-0yavrjB2ij6erOfCM_gEVJSeB7q1JXwy3jBdcnd0SasKE1zZIFbWgfPc1v0On2mvcW19brf1_vWL6xO88LW3h9XjAF_kEf9gv0dCNgHteIbU/s658/Hitlerwarn.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="658" data-original-width="450" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJgRgg1NVSpDQ174Wq9puYCcVgDIRrfwSinz2LWAgkfLLnyy5FVYuUTyF38fh2QvfOxEsgEA_GatFOP5-0yavrjB2ij6erOfCM_gEVJSeB7q1JXwy3jBdcnd0SasKE1zZIFbWgfPc1v0On2mvcW19brf1_vWL6xO88LW3h9XjAF_kEf9gv0dCNgHteIbU/w137-h200/Hitlerwarn.jpg" width="137" /></a></div>The
opening
days of <span lang="en-US">World
War II</span>
(from a European perspective, not our sheltered, isolationist
American <span lang="en-US">view</span>)
demonstrate
how imperfect information influenced the uncertainty of the times.
What were
people thinking after Hitler invaded Poland on Sept. 1, 1939? The
world had already endured several belligerent episodes in the years
leading to that point, many
hoping each one would be the last.
And afterward it seemed to the rest of Europe that nothing much was
happening, to the point it was dubbed the “Phony War” or
“Sitzkrieg.” Certainly military operations continued against
Poland, but aside from a few isolated
events – the Raid on the Forth on Oct.
16, 1939, and
the Battle of the River Plate on Dec. 13, 1939, after months of
German commerce raiding – the world did not seem engulfed in war
other than constant preparation and vigilance. As
the war erupted across the world, everyone faced imperfect
information and acted as best they could estimate the situations
before them.<p></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbDIzVy54Ow5crZLnoTTP5nw9xE-l2m1YI4dS2F_kf32FnlIgzGBGQHNBp6AL5B-PXi2eLA1JWVywz9gYwBW9yI1uQyUQIWspqdReKCLe9H92nZ-VPqmmsZHQe6qiJHheTbK6ySQfjIoh2IIf3nqCatfgZCkYG2aoP1jhrXAqmjUgO0lIjPyOktG3C-2E/s1656/coronaD6%20A.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1622" data-original-width="1656" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbDIzVy54Ow5crZLnoTTP5nw9xE-l2m1YI4dS2F_kf32FnlIgzGBGQHNBp6AL5B-PXi2eLA1JWVywz9gYwBW9yI1uQyUQIWspqdReKCLe9H92nZ-VPqmmsZHQe6qiJHheTbK6ySQfjIoh2IIf3nqCatfgZCkYG2aoP1jhrXAqmjUgO0lIjPyOktG3C-2E/w200-h196/coronaD6%20A.jpg" width="200" /></a></div>I still
remember the opening, uncertain days of the covid pandemic in March
2020. <span lang="en-US">We
faced a great deal of</span>
imperfect information. How
virulent was covid? What were the symptoms? How did it spread? What
effective precautions should we take? When can we get back to school
and work? Nobody
had answers; the
uncertainty increased tensions in other areas of our society which,
in a feedback
loop,
created more uncertainty amid the animosity.
People today have largely forgotten (or perhaps repressed) that
feeling of helpless uncertainty along with the news footage of plain
coffins buried in a New York mass grave, the faces of healthcare
workers pushed beyond limits, and the stories of covid and vaccine
deniers who ultimately succumbed to the disease’s physically and
emotionally agonizing <span lang="en-US">effects.
</span><span lang="en-US">I
wonder if our response to the covid pandemic at various levels might
have been different if more people had played Matt Leacock’s
cooperative </span><span lang="en-US"><i>Pandemic</i></span><span lang="en-US">
board game. </span><span lang="en-US">It
might have given us a visual, participatory </span><span lang="en-US">experience
demonstrating first-hand </span><span lang="en-US">how
diseases spread, </span><span lang="en-US">showing</span><span lang="en-US">
in abstracted game terms how our governmental infrastructure might
handle such an outbreak, and help</span><span lang="en-US">ing</span><span lang="en-US">
us learn how to talk about and rationally respond to such a health
emergency. </span><span lang="en-US">With
a little reflection a game like </span><span lang="en-US"><i>Pandemic</i></span><span lang="en-US">
can</span>
illustrate how we view evolving situations in real time, without the
benefit of historical hindsight.<p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">The
experience of playing a game,</span></span></strong><strong><span style="font-weight: normal;">
in whatever form, develops before our eyes, from set-up </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and</span></span></strong><strong><span style="font-weight: normal;">
opening gambits </span></strong><strong><span style="font-weight: normal;">to
changes and evolution of the game state to final victory (or defeat).
</span></strong><strong><span style="font-weight: normal;">We’re not
always sure – thanks to imperfect information,</span></strong><strong><span style="font-weight: normal;">
other game mechanics, and opponents – </span></strong><strong><span style="font-weight: normal;">quite
where the situation is heading, despite our best efforts to affect
outcomes. </span></strong><strong><span style="font-weight: normal;">“</span></strong><strong><span style="font-weight: normal;">Current
events” unfold before our eyes in the news, from the terrorist
attacks on Sept. 11, 2001, to the more recent Russian invasion of
Ukrain</span></strong><strong><span style="font-weight: normal;">e</span></strong><strong><span style="font-weight: normal;">
and the Israeli invasion of Gaza in response to terrorist attacks.
</span></strong><strong><span style="font-weight: normal;">Like our
attitude toward developments as we play games, our perception of
these events changes as we receive more information: far too often
incomplete, biased, contradictory, and otherwise imperfect.</span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilTbGYJUlCgKYMc-Xw_-rN396kr6rLBRAmWYlfHus2UA5dc7canWQRljXPG4jJEw-b70xPKbd5BKrRb9R_to2PM5S26IlQfTviK0XQVXbPi04_lDYLjqW8LFC-YkZx43Ujdc-rZ6beKr1jE1jAj-V7m7v2mHBquXpwcJnIYzVZPd6QRqK1WHHArWIkZa4/s1280/Meditation%20Mossy%20Statue.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1280" data-original-width="960" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilTbGYJUlCgKYMc-Xw_-rN396kr6rLBRAmWYlfHus2UA5dc7canWQRljXPG4jJEw-b70xPKbd5BKrRb9R_to2PM5S26IlQfTviK0XQVXbPi04_lDYLjqW8LFC-YkZx43Ujdc-rZ6beKr1jE1jAj-V7m7v2mHBquXpwcJnIYzVZPd6QRqK1WHHArWIkZa4/w150-h200/Meditation%20Mossy%20Statue.jpg" width="150" /></a></div>We<span lang="en-US">
don’t always have the time, insight, or awareness to take a </span><span lang="en-US">pause</span><span lang="en-US">
to</span><span lang="en-US">
thoughtfully</span><span lang="en-US">
</span>estimate
the situation, understand
what <span lang="en-US">we</span>
can rely on as factual, and
adjust our
attitudes and actions
to events
over which <span lang="en-US">we</span>
often have
<span lang="en-US">little
or no</span>
control.
<span lang="en-US">Becoming
aware of </span>these
changing states and
reflecting on them can en<span lang="en-US">a</span>ble
us to step
back from emotional reactions where we take sides without looking at
the nuances of a situation, choosing one side or another in a tribal
black-and-white <span lang="en-US">shouting
match</span>
without considering the vast gray areas of any issue. Without
pausing to examine evolving situations and our own emotions we’re
more prone to react in the moment and dig into our <span lang="en-US">passionately</span>
defended
positions. Games
offer us an opportunity to practice the intellectual exercises of
estimating situations and <span lang="en-US">evaluating</span>
what information we have, however imperfect, and <span lang="en-US"><a href="http://hobbygamesrecce.blogspot.com/2023/08/reflecting-on-our-game-experience.html" target="_blank">reflect
on</a></span><a href="http://hobbygamesrecce.blogspot.com/2023/08/reflecting-on-our-game-experience.html" target="_blank">
our performance in a mindful way</a>...qualities that might help everyone
get along in the greater world.<p></p>
<p class="western"><strong><span style="font-weight: normal;"><br /></span></strong></p><p class="western"><b>*</b><span style="font-weight: normal;">
I discovered this particularly succinct definition on a </span><strong><i><span style="font-weight: normal;"><a href="https://www.sciencedirect.com/topics/engineering/imperfect-information" target="_blank">Science
Direct</a></span></i></strong><strong><span style="font-weight: normal;"><a href="https://www.sciencedirect.com/topics/engineering/imperfect-information" target="_blank">
web page</a> referencing </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the</span></span></strong><strong><span style="font-weight: normal;">
2016 </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">publication
</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;"><a href="https://www.sciencedirect.com/science/article/pii/B9780128026878000025" target="_blank">Fuzzy Neural Networks for Real Time Control Applications</a></span></i></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">:
</span></i></span></strong><i>Concepts,
Modeling and Algorithms for Fast Learning</i>
(behind
an academic paywall, but far beyond my meager scientific
comprehension level). To the uninitiated layperson – and from a
gaming perspective – the definition works. Interestingly
enough, Wiki<span lang="en-US">p</span>edia
only has an entry for “<a href="https://en.wikipedia.org/wiki/Perfect_information" target="_blank">perfect information</a>” which only mentions
imperfect information, though it also has links to other game-related
concepts worth exploring (many of which are also <span lang="en-US">pushing
my bounds of</span>
comprehension).</p>
<p class="western"><strong> </strong>
</p>
<p class="western"><br /></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-70598708772008773392023-10-25T14:46:00.019-04:002023-10-25T14:46:00.149-04:00Fighters of the Pacific: Aerial Chess<p><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5ClzDmZUN9o1owyawZ4VhAgXLrk_LCbct9OfKoywGS5rl2rORqSI7-38u9GofUw6RpKuX6vt_Z6TsuXQtFvPNnq8mTJRuhyphenhyphenQWGLfegnObOK14Wo9xP2mwR2hkGqSB_nga1FBK88lVAAi_LUdLkZ8bXEhcvoRq2-2Lve7_axIzFVaTmYoxIX3EoMoLvFA/s1000/Fighters%20of%20the%20Pacific.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="560" data-original-width="1000" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5ClzDmZUN9o1owyawZ4VhAgXLrk_LCbct9OfKoywGS5rl2rORqSI7-38u9GofUw6RpKuX6vt_Z6TsuXQtFvPNnq8mTJRuhyphenhyphenQWGLfegnObOK14Wo9xP2mwR2hkGqSB_nga1FBK88lVAAi_LUdLkZ8bXEhcvoRq2-2Lve7_axIzFVaTmYoxIX3EoMoLvFA/s320/Fighters%20of%20the%20Pacific.jpg" width="320" /></a></div>We’re
really enjoying <span lang="en-US">Frank
Garibaldi </span><span lang="en-US">and
Didier Dincher</span><span lang="en-US">’s</span><span lang="en-US">
</span><span lang="en-US"><i><a href="https://www.dontpanicgames.com/en/shop/boardgames/fighters-of-the-pacific/" target="_blank">Fighters of the Pacific</a></i></span><span lang="en-US">.
</span><span lang="en-US">After
playing a few games against myself to learn the rules, my son and I
fought the first two scenarios. </span><span lang="en-US">At
first I was a little intimidated having so many aircraft on the board
at once, but I soon realized this was one of the game’s </span><span lang="en-US">hallmarks</span><span lang="en-US">.
The movement system, with no random elements determining attack
success, reflects each aircraft’s strengths (and weaknesses) and
really capture</span><span lang="en-US">s</span><span lang="en-US">
the spirit of squadron combat of the period. </span><span lang="en-US"><i>Fighters
of the Pacific</i></span><span lang="en-US">
</span><span lang="en-US">plays
like</span><span lang="en-US">
“aerial chess” </span><span lang="en-US">with
some </span><span lang="en-US">basic
yet </span><span lang="en-US">elegant
core mechanics that recreate the sprawling dogfights of World War II.</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
was initially skeptical of </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
game is one I passed on when it funded on Kickstarter. I’m not sure
what I was thinking at the time. Maybe “Do I need another World War
II aviation game?” or “Do I want to deal with a game with lots of
pieces?” or “Do I want to shell out $100 for another heavy boxed
board game with all the extras?” (about $95-$105 factoring in
shipping and variable dollar exchange rates with the Euro). </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">It
seemed a bit overwhelming with huge squadrons of cardboard-chit
aircraft on the board, particularly given my admiration for the more
individualized dogfights I’ve enjoyed with </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Wings
of Glory</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">After
it released I started hearing good things about it; I found a good
deal on the basic set (minus all the Kickstarter stretch goals and
add-ons) and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">bought</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
it </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">this
summer</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
with some birthday cash.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">At
its core </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">plays</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
like aerial chess. It contains no random elements. Planes survive or
go down based on their initiative and maneuvers; knowing how to
manage formations (or “air groups” in the game) and get the jump
on enemy planes is essential to winning.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><i><span style="font-weight: normal;">Air
groups</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
consist of several adjacent planes at the same altitude and facing
the same direction. A single plane is its own air group. The more air
groups one has on the board, the greater their handicap when a turn
begins, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">he
player with the lowest handicap gains initiative and can choose who
moves with a single air group first. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Most
of the time going first is an advantage, but sometimes it’s better
to let one’s opponent act first. Naturally as an engagement
progresses air groups break up as individual planes </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">break
off to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">go
after enemy craft, much as one would expect in a real dogfight.</span></span></strong></p><i><div class="separator" style="clear: both; font-weight: bold; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoePnMG2NE2NXF4fxKdFei8IpTCfivlDPhtPG_3zAWj6RJU8twHAZvcP8xQdnw5Kmb9dZ7Y0T760g8K4I-bBu-ztjn-_6yuT_Z5bJ3JXvR-Oi47oRzVfq8iW854pYqgGkiFg6UkBjWy_lcNuFAMt4whXyuyas585XvJz3hhwDOVE787ZIjSHZ0LMRCkrk/s1000/Fighters%20of%20the%20Pacific%20aids.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="560" data-original-width="1000" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoePnMG2NE2NXF4fxKdFei8IpTCfivlDPhtPG_3zAWj6RJU8twHAZvcP8xQdnw5Kmb9dZ7Y0T760g8K4I-bBu-ztjn-_6yuT_Z5bJ3JXvR-Oi47oRzVfq8iW854pYqgGkiFg6UkBjWy_lcNuFAMt4whXyuyas585XvJz3hhwDOVE787ZIjSHZ0LMRCkrk/s320/Fighters%20of%20the%20Pacific%20aids.jpg" width="320" /></a></div>Movement
and maneuvering</i><span lang="en-US">
seem very much like chess. R</span><span lang="en-US">ather
than different pieces having different movement patterns </span><span lang="en-US">in
chess</span><span lang="en-US">,
</span><span lang="en-US">planes</span><span lang="en-US">
can generally use all the </span><span lang="en-US">maneuvers</span><span lang="en-US">,
depending on how many movement points they have to spend. </span><span lang="en-US">Fighters
usually have three movement points, bombers only two. </span><span lang="en-US">They
can move forward one hex, slide to the right or left while
maintaining the same direction, turn and move one hex, dive (a free
move forward </span><span lang="en-US">with
altitude change</span><span lang="en-US">),
or climb (for two points). </span><span lang="en-US">Fighters
can perform a split-s (for all their movement points), diving from
high to low altitude and ending on any adjacent hex facing away from
their starting position. </span><span lang="en-US">If,
after moving, a plane has an enemy aircraft in its field of fire
(shown on the player aid card detailing aircraft stats), </span><span lang="en-US">it
might shoot...but if the target hasn’t yet moved this turn, it must
evade, </span><span lang="en-US">making</span><span lang="en-US">
a one-hex maneuver to escape the field of fire. If it does, </span><span lang="en-US"><i>that</i></span><span lang="en-US">
plane might have a shot at another enemy aircraft...but if it’s
targeted for future attacks, it’s considered as having taken its
turn and thus cannot evade, taking damage.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">The
game </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">progresses
as</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
each player alternately mov</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">es</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
planes in each air group, trying to catch enemy aircraft in their
sights.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Each
aircraft has a set of basic stats and traits setting them apart from
others. Fighters get to perform split-s maneuvers. They also inflict
double damage against targets positioned in the hex directly in front
of them, the A6M Zero from its 20mm gun, the American F4F Wildcat
because the Japanese aircraft all have the “flammable” trait
(reflecting their inferior fuel tank technology). Japanese Zeros and
the D3A Vals have an “agile” trait allowing them a “free”
pivot turn at the end of their movement. All aircraft can take two
hits except the Zero, which goes down with one. Fighters have three
“speed” points used for movement, while bombers have only two.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
has </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
host of other</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
elements that impress me:</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: bold; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMdoabWNvTGoikSLwHxAe0_UfN66QECz47Im7B4iUy7G2rz1pHXCpklPwmTHS5RDnlcf0CHspRjFql2b9nR-ur5V7jCBAzI0LvTmOX5b9Vr2IS2F5_FppXaQLSVMqs59eleyiJ7XvuBwuMGmrW8I9w4SA7trJXst4VV0hp6kiCAO7jGrMQjJTw00Qfki8/s1000/Fighters%20of%20the%20Pacific%20planes.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="653" data-original-width="1000" height="131" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMdoabWNvTGoikSLwHxAe0_UfN66QECz47Im7B4iUy7G2rz1pHXCpklPwmTHS5RDnlcf0CHspRjFql2b9nR-ur5V7jCBAzI0LvTmOX5b9Vr2IS2F5_FppXaQLSVMqs59eleyiJ7XvuBwuMGmrW8I9w4SA7trJXst4VV0hp6kiCAO7jGrMQjJTw00Qfki8/w200-h131/Fighters%20of%20the%20Pacific%20planes.jpg" width="200" /></a></div><b>Altitude:</b><span lang="en-US"><b>
</b></span><span lang="en-US">Each
aircraft counter has two sides showing a top-down view of the plane,
one with a white background and one with a blue background matching
the board’s ocean pattern. </span><span lang="en-US">They
indicate high- and low-altitude flight respectively, an important
concept during the game as higher aircraft gain some advantages.
</span><span lang="en-US">Planes
can also only attack targets at the same altitude.</span><p></p>
<p class="western"><strong><span lang="en-US"><b>Player
Aids: </b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
player aid </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">cards</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">have
clear layout and good summaries. Players get </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">card</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
showing information on each aircraft type: speed, armor, and various
special traits. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
back</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
summarizes the various moves aircraft can make, including the number
of speed points they cost and a diagram illustrating each move </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(and
the game provides two for each side, so they remaing available for
reference without flipping them)</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
victory point score cards and initiative/turn tracker each have a
“portrait” format on one side and a “landscape” layout on the
other; this enables some flexibility on how and where players situate
these around the board for easy reference.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Hex
Board: </b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">versatile</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
hex board consists of eight interlocking panels printed with a blue
seascape surface; since they’re double sided they can be arranged
to show several cloud banks or islands.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><b>Tokens:
</b></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Like
most games these days, this one comes with plenty of punch-out
cardstock tokens. They’re nice and thick and cover the range of
game functions. Damage markers consist of smoke plumes to position
aft of a damaged aircraft. Activation markers in the shape of small,
round crosshairs indicate which air groups have already moved,
essential for keeping track of which ones can’t evade future
attacks in a turn. Tokens also indicate ships (both aircraft carries
and destroyers), flak barrages, objectives, boms, torpedoes, and
anti-aircraft emplacements.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: bold; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinuaCL8eSgR76cCf1jca-f3B2x9tgxuHC1slRDFf1sly9UheRzRf4kPOjcmCqfBDoL3yiMXVQQ0-O3EhifID_dWQJ3gVMqwXW2PUG4Vt4J86u57P3JUuO84JQiTSB25cH4jsMkpvl75hb8Hq0lFdCPvSIQ_tXuSJDqaRQt87DKuspOGcxP7svW-aSeyMw/s800/Fighters%20of%20the%20Pacific%20scenario.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="800" data-original-width="800" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinuaCL8eSgR76cCf1jca-f3B2x9tgxuHC1slRDFf1sly9UheRzRf4kPOjcmCqfBDoL3yiMXVQQ0-O3EhifID_dWQJ3gVMqwXW2PUG4Vt4J86u57P3JUuO84JQiTSB25cH4jsMkpvl75hb8Hq0lFdCPvSIQ_tXuSJDqaRQt87DKuspOGcxP7svW-aSeyMw/w200-h200/Fighters%20of%20the%20Pacific%20scenario.jpg" width="200" /></a></div><b>Scenario</b><span lang="en-US"><b>s:</b></span><span lang="en-US"><b>
</b>Ten scenarios provide plenty of play value. Each one illustrates the
set-up over a two-page spread oriented with opposing player
information along the sides and the board shown in the middle. An
overall situation summary provides historical context, and each
player gets both game information and an in-context mission order
(though I’ll admit the layout can sometimes seem cluttered and
confusing). The suggestion to play each scenario twice, switching
sides, extends the game’s replay value and keeps one player from
always fighting the same nationality.</span><p></p>
<p class="western"><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">strikes
a nice balance between playable rules and historical </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">considerations</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
core mechanics are easy to learn but hard to master in practice. It
captures some of the nuances of World War II aerial combat even </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">wi</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">th
the level of abstraction required for a board game. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
solitaire rules included sound good, though I have yet to try them.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Although
I still get a little overwhelmed managing so many planes, I do feel a
grand sense of satisfaction commanding so many aircraft, even after
they disperse from their impressive starting formations and peel off
into individual dogfights.</span></span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><span lang="en-US"><b>Games
with No Random Elements</b></span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I’m
particularly impressed with how </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
distills aerial maneuvering and combat into a few core
mechanics...none of which rely on random elements. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
adventure gaming hobby rarely sees games without </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">such
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">mechanics.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">M</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ost
use them to simulate the “friction of war,” those uncertainties
on the battlefield over which commanders have little influence,
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">factors</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
that can affect the course of an engagement. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Many
folks expect to find dice, card </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
tile </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">draws,
and other ways to determine chance in tabletop games.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">But
sometimes its more challenging to understand one’s reliable
capabilities and pit them against the greatest uncertainty at the
game table: the opponent’s mind. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Many
classic abstract games </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">rely
on player strategy alone: </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">c</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hess
and checkers </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
similar classic games </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">like
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">alquerque,
fox and geese, asalto, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">h</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">n</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ef</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ntafl.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Glancing
around my game library I can think of only a few modern tabletop
games with no random elements: oddly enough the WWI and WWII aerial
combat game </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Wings
of Glory</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
Reiner Knizia’s </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Tutankhamen</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
(</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">though
it uses a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
random tile set-up </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">before
play begins</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">),
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
the infamous </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Diplomacy</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
(though I’m sure I’m missing a few)</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">It’s
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">rare
in modern games – and those dependent on history – to see such
richness of play </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">as
I’ve found in </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
with rules void of random elements.</span></span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><span lang="en-US"><b>Missing
Out on Kickstarter</b></span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">My
experience buying </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
illustrates my frustration with the ephemeral nature of games in
today’s markets. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">It’s
easy to miss out on something you might really enjoy if you don’t
first hear about it and then miss out on getting it, whether by poor
timing or by waiting to see how the gaming community receives it.
</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Carpe
ludum,</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
I suppose. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
was lucky to change my mind about </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
when I did, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">before
it played through the cycle where titles release</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
sell out, and pass into obscurity in the face of the next wave of
“new hotness” in gaming.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I’m
hoping to place an order with </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;"><a href="https://www.dontpanicgames.com/en/" target="_blank">Don’t Panic Games</a></span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
for some of what I assume are add-ons from the Kickstarter campaign,
notably the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Battle
of </span></i></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Midway</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
</span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Heroes
of Midway </span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">expansions</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
which appeal to my historical interests.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Unfortunately
I got the game after the conclusion of the related </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of Europe</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
Kickstarter campaign. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">The
Battle of Britain is another aspect of World War II that interests
me; combined with the mechanics of </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Fighters
of the Pacific</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
I can imagine a similar game in the European theater can provide more
challenges in that historical context. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">W</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ith
the Kickstarter version delivering in </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">s</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">pring
2024 I hope copies find their way into the retail market where I </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">can</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
pick up </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">one</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
perhaps order some of the expansions (though what’s in the box
seems like plenty to keep me busy).</span></span></strong></p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com3tag:blogger.com,1999:blog-8333965379660280891.post-55418534324842210502023-10-17T14:51:00.019-04:002023-10-17T14:51:00.139-04:00An Invitation to Empathy<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i><b>empathy:
</b></i></span></strong><strong><span style="font-size: 18pt;"><i><b>the
action of understanding, being aware of, being sensitive to, and
vicariously experiencing the feelings, thoughts, and experience of
another.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– </strong><strong><span style="font-size: large;"><b>merriam-webster.com</b></span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDyCPIPYEPDyiSgMdHxm1kjJUy7fIqqTL4K254Dh-vpks9zQbAUmEW1UYqTk07LEw4uxRvn5LvAygcnDHIUHBq1SH6FpM6A-nCSbUW0otPxsYyRSiKJvJKP4QJEUeeg5ovV4-9xCiR2AjMWI5yZ0k_2fSvj8IZRDzfbZZHjTYe4E-gWmz9AlG5H9ztvhE/s1500/GameWriting.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1118" data-original-width="1500" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDyCPIPYEPDyiSgMdHxm1kjJUy7fIqqTL4K254Dh-vpks9zQbAUmEW1UYqTk07LEw4uxRvn5LvAygcnDHIUHBq1SH6FpM6A-nCSbUW0otPxsYyRSiKJvJKP4QJEUeeg5ovV4-9xCiR2AjMWI5yZ0k_2fSvj8IZRDzfbZZHjTYe4E-gWmz9AlG5H9ztvhE/s320/GameWriting.jpg" width="320" /></a></div>Games
invite us to put ourselves in someone else’s position. A
warlord commanding an army against an identical force (chess). A
colonizer of a resource-rich island (<i>Settlers
of Catan</i>).
Commander of a historical military force (wargames). A <span lang="en-US">specialist</span>
fighting diseases spreading through the world’s populations
(<i>Pandemic</i>).
A fortune hunter exploring underground labyrinths, slaying monsters,
and taking their stuff (any number of fantasy roleplaying games).
Every game
places players in a role within a thematic context; it’s
part of their appeal, allowing us to temporarily assume a new,
make-believe identity to varying degrees and live vicariously through
the game experience. Most games ultimately
<span lang="en-US">invite
us to empathize</span>
with a <span lang="en-US">new</span>
<span lang="en-US">viewpoint</span>.
As
players assessing and responding to evolving game situations within a
particular mechanic and thematic context, <span lang="en-US">we
have an opportunity to consider a different perspective from our own.</span>
<span lang="en-US">Often</span>
we play games for the escapist entertainment they offer; but with <a href="https://hobbygamesrecce.blogspot.com/2023/08/reflecting-on-our-game-experience.html" target="_blank">a little introspection</a>, they can also serve as <span lang="en-US">opportunities
to expand our</span>
empathy.<p></p>
<span><a name='more'></a></span><p class="western"><strong><span style="font-weight: normal;">Books,
films, shows, and other media also accomplish this to some degree –
certainly many people become immersed in such fare – and form the
core of our escapist entertainment. But these pastimes remain
passive. We experience a story, often empathizing with characters </span></strong><strong><span style="font-weight: normal;">and
their challenges</span></strong><strong><span style="font-weight: normal;">,
but we don’t actively participate other than as readers </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">or</span></span></strong><strong><span style="font-weight: normal;">
viewers. </span></strong><strong><span style="font-weight: normal;">Some
media can inspire us to learn more about the characters and
situations it covers, as <a href="https://hobbygamesrecce.blogspot.com/2020/08/entertainment-can-inspire-learning.html" target="_blank">I’ve discussed before</a>. Sometimes we
reflect on </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">what
we’ve read or watched</span></span></strong><strong><span style="font-weight: normal;">,
depending on its nature. Occasionally </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">media</span></span></strong><strong><span style="font-weight: normal;">
moves us emotionally, </span></strong><strong><span style="font-weight: normal;">though
we don’t always take the time to examine why or how. </span></strong><strong><span style="font-weight: normal;">This
media quickly satisfies our need for entertainment and escape; it’s
easy to passively digest and move on.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Some
folks </span></strong><strong><span style="font-weight: normal;">similarly
</span></strong><strong><span style="font-weight: normal;">immerse
themselves in </span></strong><strong><span style="font-weight: normal;">games
as one more form of entertainment </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">as</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
a respite</span></span></strong><strong><span style="font-weight: normal;">
from real-life issues, draw</span></strong><strong><span style="font-weight: normal;">ing
a</span></strong><strong><span style="font-weight: normal;"> firm
border between </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">amusing
diversion</span></span></strong><strong><span style="font-weight: normal;">
and reality.</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">Some revel
in the social interaction </span></strong><strong><span style="font-weight: normal;">or
focus on the intricacies of gameplay. </span></strong><strong><span style="font-weight: normal;">We
don’t have to find </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">significant</span></span></strong><strong><span style="font-weight: normal;">
meaning </span></strong><strong><span style="font-weight: normal;">in
everything we do; not every experience requires even superficial
reflection</span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span style="font-weight: normal;">But </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">doing
so, even for a brief moment,</span></span></strong><strong><span style="font-weight: normal;">
we might gain </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
greater</span></span></strong><strong><span style="font-weight: normal;">
awareness of other people’s perspectives – both players and their
in-game roles – and become more attuned to empathy in our everyday
lives.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Different
games offer varying degrees of immersion and hence </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">various</span></span></strong><strong><span style="font-weight: normal;">
invitations to explore empathy. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">At
the very least, most competitive</span></span></strong><strong><span style="font-weight: normal;">
game</span></strong><strong><span style="font-weight: normal;">s</span></strong><strong><span style="font-weight: normal;">
invite </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">players</span></span></strong><strong><span style="font-weight: normal;">
to empathize with </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">their</span></span></strong><strong><span style="font-weight: normal;">
opponents </span></strong><strong><span style="font-weight: normal;">in
an adversarial context. We</span></strong><strong><span style="font-weight: normal;">
attempt to “get into their head” and make informed assessments
about their next move given their past behavior and the current game
state. </span></strong><strong><span style="font-weight: normal;">Games
challenge us to learn about how others might react to different
situations in the course of play so we can manipulate the game state
in the interest of our own victory.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">The more
abstract a game the less it instills in us a sense of empathy, of
being someone else for a short while. Any of the classic games like
checkers, nine m</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">e</span></span></strong><strong><span style="font-weight: normal;">n’s
morris, chess, pachisi, even the Royal game of Ur and ancient
Egyptian senet paste only a thin veneer of a theme over an
essentially abstract game. I mentioned chess earlier as a
confrontation between two </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">warlords</span></span></strong><strong><span style="font-weight: normal;">
and their identical armies, but, despite the pieces’ relation to
actual military units of antiquity, it remains an essentially
abstract game with only superficial thematic elements. They still
teach valuable lessons – as any game does – about maneuvering
one’s resources, assessing the situation, reading one’s opponent
and their intentions, and winning or losing </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">graciously</span></span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">But
they</span></span></strong><strong><span style="font-weight: normal;">
offer a </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">minimal</span></span></strong><strong><span style="font-weight: normal;">
invitation to empathy and thus provide a “safe” play experience
removed from any real-world implications beyond opponents gathered
around the game board. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Games</span></span></strong><strong><span style="font-weight: normal;">
with fantastic themes offer a similar invitation to explore empathy
</span></strong><strong><span style="font-weight: normal;">at a
similar level</span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span style="font-weight: normal;">The
imaginary world setting gives each player the option to indulge in
sheer entertainment or look for deeper significance.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Games
with themes anchored more in reality provide perhaps the most
effective means of examining empathy. Board games like </span></strong><strong><i><span style="font-weight: normal;">Pandemic</span></i></strong><strong><span style="font-weight: normal;">
deal with current issues facing our global society. Professional
games engage players with real-world challenges and inspire teamwork
and innovative solutions (along with debriefings afterward for
personal development).</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgke-AGGPEOI-G5q-o-Esm907WnrUMDdBJfaDrB8uzx-U6MxTvPQSYhn5yNSiLV-VlDOvf1OYP8eQ3BrH8ultjQkrxQh2Gl8siT-9I2FQTxMqXzivsI5TOYidInpjIiDsg1fR8dbG-X4cG-_Wgi8tzWEVhPys3yquF7lg7AFxV-E4VP3bz9T3p86zJjgYo/s3042/Daddy%20What%20Did%20You%20Do.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="3042" data-original-width="2000" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgke-AGGPEOI-G5q-o-Esm907WnrUMDdBJfaDrB8uzx-U6MxTvPQSYhn5yNSiLV-VlDOvf1OYP8eQ3BrH8ultjQkrxQh2Gl8siT-9I2FQTxMqXzivsI5TOYidInpjIiDsg1fR8dbG-X4cG-_Wgi8tzWEVhPys3yquF7lg7AFxV-E4VP3bz9T3p86zJjgYo/s320/Daddy%20What%20Did%20You%20Do.jpg" width="210" /></a></div>Certainly
historical wargames or board games with historical themes touch on
delicate issues when one looks beneath the surface. <span lang="en-US">Such
games help us examine past conflicts first hand and gain some insight
into factors influencing those involved, whether politicians,
commanders, units, or even individual soldiers. </span><span lang="en-US">If
we look past the basic game experience t</span>he
historical context can prod
us <a href="https://hobbygamesrecce.blogspot.com/2015/09/daddy-who-are-bad-guys.html" target="_blank">to address questions</a> both about the game and our role as players:
<span lang="en-US">W</span>hat
events led to the conflict? How does each side view itself in the
right? What differs in the experience of those leading and those
serving? How
might the participants have
resolved
this situation leading to the game differently? What
happens in the aftermath of the present action? One
of the fathers of miniature wargaming, H.G. Wells, even <span lang="en-US">made
a provocative point</span>
in his <i>Little
Wars</i>
game rules
worth
pondering even
100 years later:
“You have only to play at <i>Little
Wars</i>
three or four times to realize just what a blundering thing Great War
must be.”<p></p>
<p class="western"><strong><span style="font-weight: normal;">We’re
not obliged to learn something from every experience, especially from
those stemming from entertainment like books, shows, and games,
things we rely on to relax, escape, and recover from our daily
trials. But, more so than passive media, games require us, at even a
basic player level, to place ourselves in someone else’s position.
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">They</span></span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">draw
us into</span></span></strong><strong><span style="font-weight: normal;">
an engaging experience where we directly affect actions and outcomes.
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Games</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
offer</span></span></strong><strong><span style="font-weight: normal;">
an opportunity to explore the theme </span></strong><strong><span style="font-weight: normal;">first
hand </span></strong><strong><span style="font-weight: normal;">and
empathize with </span></strong><strong><span style="font-weight: normal;">the
perspective players represent in the game. </span></strong><strong><span style="font-weight: normal;">With
a little <a href="https://hobbygamesrecce.blogspot.com/2023/08/reflecting-on-our-game-experience.html" target="_blank">examination and introspection</a> they might provide some
insight into a different perspective, or an awareness </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">that</span></span></strong><strong><span style="font-weight: normal;">
other viewpoints exist beyond our own </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">personal</span></span></strong><strong><span style="font-weight: normal;">
realit</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ies</span></span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span style="font-weight: normal;">If we can
cultivate a sensitivity </span></strong><strong><span style="font-weight: normal;">to
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">others
and their situations, such empathy might </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">inspire
us to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">better
understand others, reach out to those in need, and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">help
our communities at various levels. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">We
can use games as a tool to improve ourselves and enrich the lives of
those around us.</span></span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i><b>Human
beings must involve themselves in the anguish of other human beings.
This, I submit to you, is not a political thesis at all. It is simply
an expression of what I would hope might be ultimately a simple
humanity for humanity’s sake.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><b>Rod
Serling </b></span></strong>
</p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-78917579976661413942023-10-10T15:35:00.000-04:002023-10-10T15:35:47.707-04:00A Comfy Backlog of Gaming<p><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqLZIPXzJOJg5rfABSsvBFNoKk8_vau8WfTdJhjD5rEhma6mtIx2fXD2ndO7zuKUiSX3kE0mWsP-7f8kfhPVVT3ZZ_Wwt-slkY0mtKT0WlTqap0KJPmeCpZrsKQdPHDz8N9KFi7ROTdZv2lmSOMVYmS2I25Vw30-gWvpm63_4ijTsrLRBH5TaONX2RwTY/s1359/GNW%20SOPAC%20CtA%2023.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1359" data-original-width="1071" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqLZIPXzJOJg5rfABSsvBFNoKk8_vau8WfTdJhjD5rEhma6mtIx2fXD2ndO7zuKUiSX3kE0mWsP-7f8kfhPVVT3ZZ_Wwt-slkY0mtKT0WlTqap0KJPmeCpZrsKQdPHDz8N9KFi7ROTdZv2lmSOMVYmS2I25Vw30-gWvpm63_4ijTsrLRBH5TaONX2RwTY/s320/GNW%20SOPAC%20CtA%2023.jpg" width="252" /></a></div>My
son and I just got back from a <span lang="en-US">very
</span><span lang="en-US">positive
game convention experience – our first together since the seemingly
mythical “Before Times” prior to the covid-19 pandemic – </span><span lang="en-US">and
while I’m unpacking things I’m keeping in mind games that engaged
him as well as considering </span><span lang="en-US">a
comfy pile of games I urgently want to play when I find the time
and/or a willing opponent. </span><span lang="en-US">Some
call this the “Shelf of Shame,” though rather than “shame” I
view it as “opportunity.” Have I read all the books in my
extensive personal library? No. But they’re available if the urge
strikes m</span><span lang="en-US">e
or I need to explore some references for a project. </span><span lang="en-US">I
view games the same way.</span><span lang="en-US">
And, of course, the pile isn’t </span><span lang="en-US"><i>that</i></span><span lang="en-US">
</span><span lang="en-US">backlog
of hobby game projects (painting minis, working on terrain, etc.) or
the </span><span lang="en-US"><i>other</i></span><span lang="en-US">
</span><span lang="en-US">backlog
of game design/writing projects. </span><span lang="en-US">But
I like to strike while the iron is hot to engage my son through the
intersection of gaming and his (and my) varied interests, such as
history and </span><span lang="en-US"><i>Star
Wars</i></span><span lang="en-US">.
</span><span lang="en-US">So
I’m looking at newly acquired games and how to get them – and my
son – to the gaming table.</span><p></p>
<span><a name='more'></a></span><p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbyTk86ybDOdaVp9gCKq0ueNNft_9RlGfRKp6nltGA5OO84PuXlKbqAYduRuCsRwxC_X7yWYh_khiFFTFnPhAw8XaiQ6K8H0z2T1tNmDV6MYweVUsYlYHSt4JOGR0FfGgZjJ4lTHvN7Zc6EmHjju5B2_Ez6eA-Z_l7GWNRR55iGQ8BBE513OABmrV6zSw/s320/Gridded%20Naval%20Wargamesl.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="320" data-original-width="224" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbyTk86ybDOdaVp9gCKq0ueNNft_9RlGfRKp6nltGA5OO84PuXlKbqAYduRuCsRwxC_X7yWYh_khiFFTFnPhAw8XaiQ6K8H0z2T1tNmDV6MYweVUsYlYHSt4JOGR0FfGgZjJ4lTHvN7Zc6EmHjju5B2_Ez6eA-Z_l7GWNRR55iGQ8BBE513OABmrV6zSw/w140-h200/Gridded%20Naval%20Wargamesl.jpg" width="140" /></a></div>At
the convention I ran two scenarios using Bob Cordery’s <span lang="en-US"><i><a href="https://www.amazon.com/Gridded-Naval-Wargames-Bob-Cordery/dp/0244388547/" target="_blank">Gridded Naval Wargames</a></i></span><span lang="en-US">
rules, with some of my personal modifications (notably a critical
damage chart and repair rules). My “South Pacific Patrol” game
got off to a slow start; but after my son and I fought a match
between two PT boats and a Japanese destroyer, we attracted a few
onlookers </span><span lang="en-US">for
a full second round with more ships. Saturday night I ran “Sink the
Graf Spee!” with four players, who played through twice, the second
time with some rules modifications. The Graf Spee won both times, but
it was a closer-run battle the second time. The games inspired the
first game we want to try as well as a project. </span><span lang="en-US">Knowing
I have a slew of GHQ PT boats all painted and ready to deploy, my son
devised a speculative “What If?” battle pitting the </span><span lang="en-US"><i>Graf
Spee</i></span><span lang="en-US">
against all 18 PT boats. (A scenario that reminds me of Steve Jackson
Games’ </span><span lang="en-US"><i>OGRE</i></span><span lang="en-US">.)
</span><span lang="en-US">In
light of all the naval wargaming we did, I think it’s high time I
formalized</span><span lang="en-US">
my notes on additions, revisions, </span><span lang="en-US">scenarios,
</span><span lang="en-US">and
other house rules </span><span lang="en-US">for</span><span lang="en-US">
</span><span lang="en-US"><i>Gridded
Naval Wargames</i></span><span lang="en-US">
to suit my own style of play </span><span lang="en-US">and
preserve for future reference.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">One
of the dealers offered a few lines of “knock-off” 3D-printed
figures in 25-28mm scale for gaming popular media franchises...things
like “Metalmen” for the “Doctor What” range or “Skullhunters”
(Predators) </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">made
by <a href="https://wargamerprinting.com" target="_blank">JS Wargamer Printing</a> (perfect for people like me who love what 3D
printing can do but don’t have the equipment or technical aptitude
to do it ourselves). </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">My
son bought the “Arny Exterminator” </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">from
the “War against the Machines” line </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
I got a pack of “Fishmen Troopers” and a sniper (a la Fennec
Shand) from the “Galaxy far Away” line. Both reminded me I should
finish </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">polishing
my </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Skirmish
Kids</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
rules for kids and newcomers to the hobby (though I suppose
experienced grognards might find something interesting in it) </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
use these minis (along with my collection of old </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Star
Wars</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
metal 25mm minis) for some playtest scenarios.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQwm3OXI5AbMj7l2STG9h1sWlMwcdbhm2D8mFX_oK0_pjwcbbJwGIp87n1rLPNoBqdIwoHqFn-UEjdOQsrJi1o3E49dwRHOCyPafFhsmAOPE6RkzmxH2sAuhksSenFFO29cC6_Ux_VT192gLSeLh_YNvvbDKs2M5fBDeNDl7o-bG1V5s9y5Z7RhPDpN8/s488/SW%20Clone%20Wars%20Pandemic.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="488" data-original-width="488" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQwm3OXI5AbMj7l2STG9h1sWlMwcdbhm2D8mFX_oK0_pjwcbbJwGIp87n1rLPNoBqdIwoHqFn-UEjdOQsrJi1o3E49dwRHOCyPafFhsmAOPE6RkzmxH2sAuhksSenFFO29cC6_Ux_VT192gLSeLh_YNvvbDKs2M5fBDeNDl7o-bG1V5s9y5Z7RhPDpN8/w200-h200/SW%20Clone%20Wars%20Pandemic.jpg" width="200" /></a></div>The
convention holds a teacup-style raffle, with tickets pulled Saturday
night to determine who win<span lang="en-US">s
donated game-related items. I didn’t expect to win </span><span lang="en-US"><i>Star
Wars: Shatterpoint</i></span><span lang="en-US">
– an expensive Clone Wars skirmish game and the most coveted item
in the raffle – but I was happy to win a copy of </span><span lang="en-US"><i>Star
Wars: The Clone Wars </i></span><span lang="en-US">game</span><span lang="en-US">
</span>which
I’ve considered
getting for a while, b<span lang="en-US">eing
a fan of the </span><span lang="en-US"><i>Pandemic</i></span><span lang="en-US">
cooperative/solitaire play style, with my son a fan of the Clone Wars
era.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
acquired a few </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">more
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">games
at the convention flea market Sunday morning – </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Avalon
Hill’s </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Luftwaffe</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
Avalon Hill’s bookshelf “gamette” </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Little
Round Top</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
and the solitaire </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Drive
on Suez</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
from </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">World
at War</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
magazine #78 </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">–
all of which deserve at least a read-through if not some actual play
spread out on the wargaming table. </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Luftwaffe</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
was in rough shape but seems to have cleaned up a bit. </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Little
Round Top</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">is
missing a few counters (hence the excellent price of “free” at
the flea market), so I’ll have to track down some decent images for
reference or printing; </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
was a big fan of Avalon Hill’s “gamettes” in my youth, and I
still have a few. As a solo North African campaign game </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Drive
on Suez</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
stands the best chance of reaching the game table sooner rather than
later. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(Alas,
I hesitated and missed the chance to buy Worthington Publishing’s
solitaire </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">1759
Siege of Quebec</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
second edition for a good price, not a “must have” for me but a
“would like.”)</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpXQsEQ2He3MIwI3-n7uOsMz_TvjOCmtmFWzYDXFm_-fQS3goGNTI-b6hyFiKhZ7c52G9fCEc6R81C9c305-mkSMjaMaYLhg0-YyZWny9GweE9E7ZwHqg48Dmt6EhShHErlQW9UAHFnAaZFCfhBSi4n1ZsOBFaZdA0M9Mz_yJ2Q7pOejcME-uqTP95JfE/s991/Unmatched%20Jurassic%20Park%20TRex.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="991" data-original-width="894" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpXQsEQ2He3MIwI3-n7uOsMz_TvjOCmtmFWzYDXFm_-fQS3goGNTI-b6hyFiKhZ7c52G9fCEc6R81C9c305-mkSMjaMaYLhg0-YyZWny9GweE9E7ZwHqg48Dmt6EhShHErlQW9UAHFnAaZFCfhBSi4n1ZsOBFaZdA0M9Mz_yJ2Q7pOejcME-uqTP95JfE/w181-h200/Unmatched%20Jurassic%20Park%20TRex.jpg" width="181" /></a></div>In
the two weeks before the convention – as I prepped my game
materials and started packing – <span lang="en-US">a
few games arrived that pleasantly demand my attention. </span>Hearing
it was recently available again, I ordered a copy of Hollandspiele’s
<i><a href="https://hollandspiele.com/products/supply-lines-of-the-american-revolution-the-northern-theater-1775-1777" target="_blank">Supply Lines of the American Revolution</a>: The Northern Theater, 1775-1777</i>,
which
arrived faster than I’d expected. After dropping my son off at a
birthday party in mid-September I couldn’t help but linger in the
regional game store...and pick up a copy of <span lang="en-US">Restoragion</span><span lang="en-US">
G</span><span lang="en-US">ames’
</span><span lang="en-US"><i><a href="https://restorationgames.com/shop/jurassic-park-dr-sattler-vs-t-rex/" target="_blank">Unmatched Jurassic Park</a>: </i></span><span lang="en-US"><i>Dr.
Sattler vs. T. Rex</i></span><span lang="en-US">
to go with my </span><span lang="en-US"><i>Unmatched
Jurassic Park: </i></span><span lang="en-US"><i>InGen
vs. Raptors</i></span><span lang="en-US">.
</span><span lang="en-US">I’ve
also just started downloading and printing the </span><span lang="en-US"><i>Battle
Cards</i></span><span lang="en-US">
</span><span lang="en-US">World
War II solitaire games </span><span lang="en-US">that
released just before the convention </span><span lang="en-US">(</span><span lang="en-US">which
I’ve <a href="http://hobbygamesrecce.blogspot.com/2023/09/solo-games-battle-cards.html" target="_blank">featured before</a></span><span lang="en-US">)</span><span lang="en-US">.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I
expect I’ve recently indulged in this level of game acquisition
because I’ve had opportunities </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">to
find good deals on stuff I’d wanted. It’s also </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
sort of mid-point between my summertime birthday and the yuletide
holidays, both occasions when I receive game gifts and also treat
myself. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">While
I’m playing with my new toys – either solitaire or with my son –
I’ll keep devising new games to run at future conventions...or at
other venues seeking to engage newcomers through that intersection of
their interests and relevant games.</span></span></strong></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com2tag:blogger.com,1999:blog-8333965379660280891.post-88533272594808594152023-10-03T14:29:00.018-04:002023-10-03T14:29:00.139-04:00 A Character’s Bequest<p align="center" class="western">“<span style="font-size: large;"><i><b>A
son can bear with equanimity the loss of his father, but the loss of
his inheritance may drive him to despair.”</b></i></span></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><b><span lang="en-US">Niccolo
Machiavelli</span></b></span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3uDvy789Ecoy6nnLyQLj3vW03ZPsquo7vr4Z3ewPXMF4oAyeVn1pNPpyJ9WuTpGlD_qsogKIGADbN0ueJY18HRW9VjEZ46hq_jr5gJKwkmcmQzTzcHdXjOXXfmkncqlIJiP3zTgLCcT1I8vz_YSjqFwqdnBunfQKQQdF7OvpTRuN33-0xSuQY4EZnwbU/s259/Trampier%20Treasure.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="259" data-original-width="195" height="259" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3uDvy789Ecoy6nnLyQLj3vW03ZPsquo7vr4Z3ewPXMF4oAyeVn1pNPpyJ9WuTpGlD_qsogKIGADbN0ueJY18HRW9VjEZ46hq_jr5gJKwkmcmQzTzcHdXjOXXfmkncqlIJiP3zTgLCcT1I8vz_YSjqFwqdnBunfQKQQdF7OvpTRuN33-0xSuQY4EZnwbU/s1600/Trampier%20Treasure.jpg" width="195" /></a></div>I’m
currently dealing with<span lang="en-US">
</span><span lang="en-US">ongoing
in-law drama filling our life with overwhelming anxiet</span><span lang="en-US">y</span><span lang="en-US">.
Games often provide us refuge from real life’s miseries...so I’m
channeling my frustration at the </span><span lang="en-US">onslaught</span><span lang="en-US">
of trust law, inheritance legalities, </span><span lang="en-US">an
</span><span lang="en-US">uncommunicative
</span><span lang="en-US">and
sanctimonious</span><span lang="en-US">
</span><span lang="en-US">trustee/brother-in-law</span><span lang="en-US">,
and dubious lawyers flooding my consciousness into something
productive: writing about heirs and inheritance in roleplaying games. Rules for
such things have been little more than a footnote in the earliest
games, strange given their emphasis on killing monsters, taking their
loot, and amassing incredible fortunes of coin, material, and magic.
</span><span lang="en-US">As
games evolved from that model into ones with greater emphasis on
characters such concerns seem to have evaporated or become naturally
absorbed into more narrative or cinematic game elements. </span><span lang="en-US">Rather
than adhere to rigid rules (or even more liberal “rulings”) about
the state of a character’s possessions at their death, such
bequests offer rich opportunities to add depth to surviving
characters and expand the scope of future </span><span lang="en-US">adventures</span><span lang="en-US">
with related </span><span lang="en-US">story</span><span lang="en-US">
elements.</span><p></p>
<span><a name='more'></a></span><p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Various
early editions of the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Dungeons
& Dragons</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
game discuss heirs and inheritance, generally in the context of
character death. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Years
ago </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">James
Malizewski at Grognardia penned<a href="http://grognardia.blogspot.com/2011/06/inheritance.html" target="_blank"> a brief but insightful missive</a> on the
subject in relation to the inevitability of character death </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">well
worth reading.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
Perhaps the longest “official” ruling on inheritance comes in
Moldvay’s </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Basic
Dungeons & Dragons</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
rulebook, my starting point years ago on my journey into fantasy
roleplaying games (and hence I give it more authority than </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">others
might</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">).
It n</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">aturally
appears at the end of the chapter on “characters” (page B13)
opposite the page filled with “Cost of Weapons and Equipment”
tables:</span></span></strong></p>
<p class="western" style="background: transparent; margin-left: 0.75in; margin-right: 0.75in; orphans: 2; page-break-before: auto; widows: 2;"><strong><span lang="en-US"><span style="text-decoration: none;"><b>Inheritance</b></span></span></strong></p>
<p class="western" style="background: transparent; margin-left: 0.75in; margin-right: 0.75in; orphans: 2; widows: 2;">
<strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">If
the DM wishes, a play</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">e</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">r
may name an heir to inherit his or her worldly possessions upon the
death of the character. The local authorities will, of course, take
10% in taxes, before giving the inheritance to the heir. This heir
must </span></span></span></strong><strong><span lang="en-US"><i><span style="text-decoration: none;"><span style="font-weight: normal;">always</span></span></i></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
be a newly rolled-up first level character. This “inheritance”
should only occur once per player.</span></span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-i7qEbvEUPH8_zl3R5oOK_tSA61mkuq-kqd7ARbOt7YDZ66htPhxWQN39_uiONDy6TksNyqyL4_tjGFloBzISEUKfraMOshtPK3IY9m0b0XFJ6Z2l6lkH7Tx9Qwfe0pQP7QtdRJ2_AncEYGpYsPEcmQAG8iYAVu0C-8dwrB8mAqZdDqvrCnJT5S50u8c/s600/D&D%20Elmore%20Treasure.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="600" data-original-width="514" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-i7qEbvEUPH8_zl3R5oOK_tSA61mkuq-kqd7ARbOt7YDZ66htPhxWQN39_uiONDy6TksNyqyL4_tjGFloBzISEUKfraMOshtPK3IY9m0b0XFJ6Z2l6lkH7Tx9Qwfe0pQP7QtdRJ2_AncEYGpYsPEcmQAG8iYAVu0C-8dwrB8mAqZdDqvrCnJT5S50u8c/w171-h200/D&D%20Elmore%20Treasure.jpg" width="171" /></a></div>This
approach seems clinical and quite suitable for a style of play where
character death was often expected, especially at low levels. <span lang="en-US">M</span><span lang="en-US">a</span><span lang="en-US">n</span><span lang="en-US">y
o</span><span lang="en-US">ld-school
fantasy roleplaying games, </span><span lang="en-US">with
their emphasis on killing monsters and taking their stuff, normalized
the survival-based practicality of fellow party members looting a
dead character’s body of useful or valuable goods</span><span lang="en-US">
before leaving it to rot on the cold dungeon floor</span><span lang="en-US">,
with </span><span lang="en-US">the
unfortunate player </span><span lang="en-US">left
</span><span lang="en-US">to
simply roll up a new character to </span><span lang="en-US">cram</span><span lang="en-US">
into the grinder. Some OSR games </span><span lang="en-US">still
</span><span lang="en-US">revel
in this kind of brutal character origin, </span><span lang="en-US">a
survival-of-the-fittest (or rather luckiest) that speaks to </span><span lang="en-US"><i>D&D</i></span><span lang="en-US">’s
origins reflecting American capitalist ideology</span><span lang="en-US">.
</span><span lang="en-US">I’m
not saying there isn’t a place in the hobby for that style of play,
or that it’s inherently wrong. </span><span lang="en-US">But
players </span><span lang="en-US">can
use </span><span lang="en-US">a
dead character’s bequests to add </span><span lang="en-US">depth
to </span><span lang="en-US">surviving</span><span lang="en-US">
characters, the game setting, and the overall roleplaying experience.</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">This
requires some work developing character background for the immediate
person as well as their extensions into the game setting. Many gamers
enjoy creating such elaborate backstories for their characters. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Why
not incorporate some story elements </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">tied</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
to a character’s future death? </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Engaging
in such dangerous pursuits as they have, characters </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">may
naturally have thoughts on what happens to their </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">goods
and </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">mortal
remains when they perish. They might </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">leave
formal or informal requests about the disposition of their
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">possessions</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and bodies upon their demise: </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
“last will and testament” written and left with a trusted friend,
official, or religious institution, or even a simple heart-to-heart
with a fellow adventurer about their wishes. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Final
words uttered before death might also oblige comrades to carry out
their </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">intentions
for their immediate possessions, larger estate, and even their
remains </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
unfinished business</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Do
the surviving members of the party honor these requests? Their answer
has repercussions on the course of their future adventures.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAiT-9xdSiGAzWP8kgQZCVFA2kz9Tecrlvszvqf0DSu1AmSsTQ3sitLOrTHP3k7govH3H7Ouo0B5sh5835czCBE6Tv4BgFAr9pbkpWipMjOFNNCsnz3MSF7xex-0alSvwkVcDnwC2qamivHHH3zh7wTwAnf2sJ3KNb-vz-VobXQa8Y0XoYAgJnvj1qmpQ/s1129/D&D%20Wizard%20Fight.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="685" data-original-width="1129" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAiT-9xdSiGAzWP8kgQZCVFA2kz9Tecrlvszvqf0DSu1AmSsTQ3sitLOrTHP3k7govH3H7Ouo0B5sh5835czCBE6Tv4BgFAr9pbkpWipMjOFNNCsnz3MSF7xex-0alSvwkVcDnwC2qamivHHH3zh7wTwAnf2sJ3KNb-vz-VobXQa8Y0XoYAgJnvj1qmpQ/s320/D&D%20Wizard%20Fight.png" width="320" /></a></div>If
they ignore a bequest – as many hack-and-slash dungeon-crawlers do
as they loot the body – they might face recriminations from the
deceased’s family, friends, affiliated institutions, and anyone who
feels entitled to the <span lang="en-US">estate</span><span lang="en-US">
for a variety of reasons. Even enemies who lost their own treasures
to the character in the past. Do local authorities suspect the
survivors of causing the death for their own profit? All these might
lead to further adventures, adversaries, and character development
centered on a dishonored bequest. And don’t forget about the player
whose character died </span><span lang="en-US">who
might roll up that new, first-level character</span><span lang="en-US">;
are they related, do they receive a share of the wealth, are they
denied it, and how do they go about seeking justice among comrades
who are supposed to be adventuring companions?</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Honoring
a bequest comes with its own ramifications based on specific
circumstances. A character’s background might inspire – with the
player’s permission – connections related to a bequest: </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
relative who feels they’re due a share </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">based
on some past promise; </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">an
institution claiming a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">n
oath</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
was made for a generous donation; </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">previously
unknown parties with concealed motives c</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">oming
forward to claim </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">rightfully
or otherwise</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">)</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
a share of the wealth; even </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the
inevitable “local authorities” who claim the infamous “10%”
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(or
more) </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">of
a dead character’s wealth as their own. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Perhaps
the party must honor requests to deliver cherished items or a portion
of wealth to relatives, friends, or institutions in distant locations
with their own challenges. Are they saddled with a curse associated
with the deceased or one of their possessions? </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Maybe
they must discharge a final service as promised to the deceased:
fulfilling a quest or oath; defending a relative or friend; or even
exacting </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">revenge
on a lifelong enemy, those who killed them, or someone who cheated
them out of inheriting some other family heirloom. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Even
the disposition of the body might provide adventuring opportunities
if </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the
characters were charged with interring it in a specific location,
preparing it according to particular rituals, or otherwise treating
the body as one last item requiring special </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">care.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">J.R.R.
Tolkien’s </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Lord
of the Rings</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
trilogy demonstrates the </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">creative
implications</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
of a bequest. Although Bilbo Baggins does not outright die at the
beginning, he bequeaths several items to his relation, Frodo, among
them Sauron’s Ring of Power (though only Gandalf suspects its true
nature at the time). This simple inheritance propels Frodo and his
friends on an epic, dangerous quest. In Rivendell Bilbo later
bequeaths to Frodo two other items he acquired in </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">The
Hobbit</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">:
the mithril mail shirt and Sting, which later play important roles in
aiding Frodo in his quest.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdq0f6mcMkMqkFZ5lIoJrF-2DN-90hvLaA6SqMjoOVHnzdNev4KApMaE5mM2GqL6tOygcsJBABNIx1KQJn3hptiu50EWXkxF8YsEW5YEUvShXQ0W4umd3VZ53BvMQibyVS3ipZAVfRhk9dTQWizKyvC2m_C-hntiFb_Bg_9KPEr4XZ-Mnf6ZlGmRc4ZH4/s660/D&D%20Loot%20Argument.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="347" data-original-width="660" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdq0f6mcMkMqkFZ5lIoJrF-2DN-90hvLaA6SqMjoOVHnzdNev4KApMaE5mM2GqL6tOygcsJBABNIx1KQJn3hptiu50EWXkxF8YsEW5YEUvShXQ0W4umd3VZ53BvMQibyVS3ipZAVfRhk9dTQWizKyvC2m_C-hntiFb_Bg_9KPEr4XZ-Mnf6ZlGmRc4ZH4/s320/D&D%20Loot%20Argument.jpg" width="320" /></a></div>In
some games <span lang="en-US">rules
override character-driven story elements; </span><span lang="en-US">in
this case such preferences might </span><span lang="en-US">trivialize</span><span lang="en-US">
character death </span><span lang="en-US">especially
</span><span lang="en-US">when
the actions of one’s peers – those looting the deceased’s body
for gear and coin – </span><span lang="en-US">are
influenced</span><span lang="en-US">
by gameplay emphasizing surviving combat encounters and gaining
experience through gold acquisition. </span><span lang="en-US">T</span><span lang="en-US">he
materialistic repercussions of character death can drive future
adventures. </span><span lang="en-US">T</span><span lang="en-US">he
moral implications of character death can also motivate characters
and provide direction and depth to their development. </span><span lang="en-US">Rather
than a mere rules formality upon the death of a character – taking
their stuff, paying a 10% fee to the local authorities, and having
the unfortunate player rolling up another character – the </span><span lang="en-US">results</span><span lang="en-US">
of such a death could evolve into more meaningful story elements, if
not a story arc unto itself.</span><p></p>
<p align="center" class="western">“<span style="font-size: large;"><i><b>Let
parents bequeath to their children not riches, but the spirit of
reverence.”</b></i></span></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><b><span lang="en-US">Plato</span></b></span></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-16767217513309825472023-09-20T02:36:00.019-04:002023-09-20T15:32:54.683-04:00Solo Games: Battle Cards<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>It
looks very rough. If I get through this one I will be very lucky.”</i></span></strong></p>
<p class="western" style="text-align: right;"><strong>– </strong><strong><span style="font-size: large;">Major
General James Gavin</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkTxbUakpyikcF8LvxU1nxkN8ZZT8LggXDf8QpblO6y2XWkAkDEiusbnJQ1xfogkjkM2Jnx1YPbLDpOH5dkO9r8GP7Y7OuiuQ4DdsnE1kzSjkoMQ7vKyIl9huEI83fKz7QHZkfIomi8xhwzSjVNXk0g0C1cgwJpx80Ji_SV76Z3CAkM76VBIErffpoElA/s2906/Battle%20Card%20Market%20Garden%20A.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1748" data-original-width="2906" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkTxbUakpyikcF8LvxU1nxkN8ZZT8LggXDf8QpblO6y2XWkAkDEiusbnJQ1xfogkjkM2Jnx1YPbLDpOH5dkO9r8GP7Y7OuiuQ4DdsnE1kzSjkoMQ7vKyIl9huEI83fKz7QHZkfIomi8xhwzSjVNXk0g0C1cgwJpx80Ji_SV76Z3CAkM76VBIErffpoElA/s320/Battle%20Card%20Market%20Garden%20A.jpg" width="320" /></a></div>After
<a href="http://hobbygamesrecce.blogspot.com/2023/09/solo-play-my-own-worst-enemy.html" target="_blank">last week’s piece</a> on solo games something new came across my gaming
radar to remind me of one recent game I’d missed...and an
opportunity to get more like it. I spotted <i><a href="https://djackthompson.itch.io/battle-card-market-garden" target="_blank">Battle Card: Market Garden</a></i>
a few months ago over on Itch.io’s <a href="https://itch.io/jam/postcards-from-the-front/entries" target="_blank">“Postcards from the Front”</a>
game jam. As
I’m an aficionado of solo games of all kinds – even wargames –
I downloaded it and <span lang="en-US">a
few</span>
others that seemed to cater to the intersection of my historical
interests and rules preferences. <span lang="en-US"><i>Market
Garden</i></span>
was the first I tried and I instantly loved the concept. And now I
just caught wind the creators are designing five more similar
historical solo wargames set in World War II...and I
managed to
back <span lang="en-US"><a href="http://kck.st/3PoLm4f" target="_blank">the
project</a></span><a href="http://kck.st/3PoLm4f" target="_blank">
on Kickstarter</a> before the campaign ends on Oct. 1. Five
print-and-play solitaire wargames with innovative mechanics and WWII
historical themes for $5? An excellent opportunity for anyone
interested in any of those elements.<p></p>
<span><a name='more'></a></span><p class="western"><i></i></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1GnOXK2mOGun-nLVVOcEukkhytG8RTewT6_kdpp0zjZvqrYCi4O_7yfWRdDa9cNyZc8NAnLlzhV887VZmoFg0JUM9gR2DEl1o89yp_w7ydQNGJRQCfgAER2d_yjcoW95D95xdX8rzPvFKxG_Za0ICS5w0_cV9ybkKF7XzzT8zCYZA8Ay19MRijP6L1i0/s2032/Battle%20Card%20Market%20Garden%20B.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1888" data-original-width="2032" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1GnOXK2mOGun-nLVVOcEukkhytG8RTewT6_kdpp0zjZvqrYCi4O_7yfWRdDa9cNyZc8NAnLlzhV887VZmoFg0JUM9gR2DEl1o89yp_w7ydQNGJRQCfgAER2d_yjcoW95D95xdX8rzPvFKxG_Za0ICS5w0_cV9ybkKF7XzzT8zCYZA8Ay19MRijP6L1i0/s320/Battle%20Card%20Market%20Garden%20B.jpg" width="320" /></a></i></div><i>Battle
Card: Market Garden</i>,
and I presume the other <i>Battle
Card</i>
games, presents an entire wargame on two pages (offered in
back-to-back and single-page format). One
page contains all the rules – including set up, turn structure,
combat mechanics, and other explanations – and the other features
the map board. The
map in <i>Market
Garden </i>covers
the area of that operation from the Belgian Frontier, where XXX Corps
begins, all the way along
the road, over
<span lang="en-US">key</span>
bridges, to Arnhem. Each <span lang="en-US">contested
location</span>
has places for Allied and German units, represented by six-sided
dice, with the upward face indicating its strength. A marker space
also indicates which side controls that area. The
board also includes a turn/”weather”
track and
pieces one can cut out (though it’s easy enough to print an extra
and mount the pieces separately and still have an uncut board). The
map keeps things simple, displaying essential elements clearly, yet
in an appealing graphic style <span lang="en-US">that’s
anything but boring. The rules layout over three columns looks well
organized and easy to reference during play.</span><p></p>
<p class="western"><strong><i><span style="font-weight: normal;">Market
Garden</span></i></strong><strong><span style="font-weight: normal;">
covers the <a href="https://en.wikipedia.org/wiki/Operation_Market_Garden" target="_blank">Allied invasion of the Netherlands</a> </span></strong><strong><span style="font-weight: normal;">(</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Sept.
17-27,</span></span></strong><strong><span style="font-weight: normal;">
1944), </span></strong><strong><span style="font-weight: normal;">a
combined drop of airborne forces behind enemy lines to seize key
bridges and clear the way for the armored XXX Corps to advance along
the only main road through the region. </span></strong><strong><span style="font-weight: normal;">The
game assumes the player knows the historical background. It presents
no notes, introduction, or other context, and that’s fine. If
you’re playing the game, you’re either familiar enough with the
overall engagement or you know where to read about it (though in our
Internet Age a web search or Wikipedia </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">article
c</span></span></strong><strong><span style="font-weight: normal;">an
reveal enough, or sometimes more than enough, for a </span></strong><strong><span style="font-weight: normal;">working
understanding).</span></strong><strong><span style="font-weight: normal;">
It’s also a great incentive to find something more substantial to
read on the subject to provide greater depth and understanding for
the game experience.</span></strong></p>
<p class="western"></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-iYyAI25DReNk5Mke_6VDTxdyAnBDmQ-LJUJJd1nkcElRYPS0uV5CUOCD7zolp4G3TJckbazDtcBSIVWiaoTt3RmDPfPlYYNCBAQpcw2I6_Ho1wFvfzu5gOKQaHeCb2I67fbaXREYNEZCjmf9NZfVQlnCE8aIVxeTdzvAsiVPDJySuRWYg5vd3mXhChA/s1067/Battle%20Card%20KS%20CRT.png" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1067" data-original-width="680" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-iYyAI25DReNk5Mke_6VDTxdyAnBDmQ-LJUJJd1nkcElRYPS0uV5CUOCD7zolp4G3TJckbazDtcBSIVWiaoTt3RmDPfPlYYNCBAQpcw2I6_Ho1wFvfzu5gOKQaHeCb2I67fbaXREYNEZCjmf9NZfVQlnCE8aIVxeTdzvAsiVPDJySuRWYg5vd3mXhChA/s320/Battle%20Card%20KS%20CRT.png" width="204" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>The "CRT" from the<br />Moro River game.</i></td></tr></tbody></table>The turn
sequence and mechanics sync quite well with issues from the
historical battle, making <i>Battle
Card: </i><span lang="en-US"><i>Market
Garden</i></span>
a compact immersive experience, even for what some might see as a
“procedural” solo game. The player chooses whether to attack or
defend with each Allied unit, deploys German reinforcements, decides
to advance if Allies control an area in front of XXX Corps,
determines if Allies receive reinforcements (depending on the
weather), and finally moves the turn marker one step along the
“weather” track. The
innovative
“Combat
Results Table” (the “CRT” Avalon Hill and SPI made infamous)
takes into
account more than simply opposing unit strengths when the player
fights enemy forces <span lang="en-US">at</span>
each contested point. Results
depend on whether the player chooses to attack or defend and which
side has the advantage (higher unit <span lang="en-US">strength</span>).<span lang="en-US">A
d6 roll determines the outcome, usually</span>
indicating losses in unit strength <span lang="en-US">for</span>
each side. Although
the strength of the three Allied units starts high (two 6s and a 5)
and four German units start low (2s with a single 1), they experience
loss during combat; and <span lang="en-US">any
surviving</span>
Germans gain one pip each turn from reinforcements.<p></p>
<p class="western"><strong><span style="font-weight: normal;">XXX
Corps can move into an adjacent area once Allied forces eliminate
German troops. The player may </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">instead</span></span></strong><strong><span style="font-weight: normal;">
choose to merge an Allied unit in the same region as XXX Corps </span></strong><strong><span style="font-weight: normal;">with
an adjacent one closer to Arnhem. This remains a key strategy to
winning. The player has only six turns to eliminate German resistance
and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">advance</span></span></strong><strong><span style="font-weight: normal;">
XXX Corps forward. Of course, success clearing any region that isn’t
adjacent to XXX Corps isn’t immediately helpful if it can’t </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">move</span></span></strong><strong><span style="font-weight: normal;">
early into Eindoven, the first region on the road to Arnhem.
Historically speaking the Allies fall short of capturing the bridge
at Arnhem – the infamous “bridge too far” – and many games
come close to this reality; only on rare occasions, when the dice
give a player some lucky breaks, can XXX Corps gain a complete
victory.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">My first
few plays focused on learning the rules and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">discovering
successful strategies</span></span></strong><strong><span style="font-weight: normal;">.
Obviously I did not win. Victory comes from a host of factors,
including one’s aggressive </span></strong><strong><span style="font-weight: normal;">attitude
and some lucky die rolls </span></strong><strong><span style="font-weight: normal;">in
combat and for the sole Allied reinforcements dropped into Arnhem.
But player choices also contribute to victory: whether to attack or
defend in a particular location; when to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">advance</span></span></strong><strong><span style="font-weight: normal;">
XXX Corps and when to move an Allied unit (which it must do to
capture the penultimate bridge at Nijmagen). </span></strong><strong><span style="font-weight: normal;">Even
keeping these strategies in mind, multiple plays </span></strong><strong><span style="font-weight: normal;">often
produce the historical results, with one rarely experiencing a more
catastrophic failure or the extremely elusive victory. M</span></strong><strong><span style="font-weight: normal;">uch
as the </span></strong><strong><span style="font-weight: normal;">randomized
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">elements</span></span></strong><strong><span style="font-weight: normal;">
frust</span></strong><strong><span style="font-weight: normal;">r</span></strong><strong><span style="font-weight: normal;">ated
me </span></strong><strong><span style="font-weight: normal;">(which
have confounded me in some other solo games,</span></strong><strong><span style="font-weight: normal;">
as <a href="http://hobbygamesrecce.blogspot.com/2023/09/solo-play-my-own-worst-enemy.html" target="_blank">I’d mentioned </a></span></strong><strong><span style="font-weight: normal;"><a href="http://hobbygamesrecce.blogspot.com/2023/09/solo-play-my-own-worst-enemy.html" target="_blank">before</a>),
I found </span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Battle
Card: Market Garden</span></i></span></strong><strong><span style="font-weight: normal;">
engaging, </span></strong><strong><span style="font-weight: normal;">even
with a relatively short play time (about 10 minutes each game).</span></strong><strong><span style="font-weight: normal;">
Easy re-set encourages multiple plays.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">The
print-and-play format proves ideal for this kind of solo game, </span></strong><strong><span style="font-weight: normal;">both
for distribution, lower cost, and customization</span></strong><strong><span style="font-weight: normal;">.
Alt</span></strong><strong><span style="font-weight: normal;">h</span></strong><strong><span style="font-weight: normal;">ough
</span></strong><strong><i><span style="font-weight: normal;">Battle
Card: Market Garden</span></i></strong><strong><span style="font-weight: normal;">
was free on Itch.io, I don’t mind paying the low price (about $1
each game) for five more similar games through the Kickstarter
campaign. </span></strong><strong><span style="font-weight: normal;">For
</span></strong><strong><i><span style="font-weight: normal;">Market
Garden</span></i></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">I printed
out two separate sheets on card stock, one for the map board and
another with the rules for easier reference. I did print out extra
copies to trim and mount the pieces for the turn/“weather” marker
and XXX Corps. </span></strong><strong><span style="font-weight: normal;">Like
most gamers I have plenty of dice to use, though I did find some
themed ones with German crosses and American stars. I used WWII
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">tokens</span></span></strong><strong><span style="font-weight: normal;">
from <a href="https://litko.net" target="_blank">Litko </a>to indicate Allied or German control for each region. The
</span></strong><strong><span style="font-weight: normal;">print-and-play
format </span></strong><strong><span style="font-weight: normal;">encourages
this kind of </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">enhancement</span></span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">for</span></span></strong><strong><span style="font-weight: normal;">
those who want a more polished experience.</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZorczLkCUpTM7pKwsMzc6kXehETRpAxGmjJ31RO2e9i07h-NeVTkgcpUuoZyCfd9Ir2i3a1_-UXwbxl5bpRu_roEGdMdbSb8H9rE_VvRxJB92wNSRCrhYcTyGFg7Nj9d1AhFDarrZ5AFqw5Af5kNEc5_v8mzjloiNW_8u1rZB3NBZpgDY4Q9Muc_6bI/s793/Battle%20Card%20KS.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="793" data-original-width="680" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZorczLkCUpTM7pKwsMzc6kXehETRpAxGmjJ31RO2e9i07h-NeVTkgcpUuoZyCfd9Ir2i3a1_-UXwbxl5bpRu_roEGdMdbSb8H9rE_VvRxJB92wNSRCrhYcTyGFg7Nj9d1AhFDarrZ5AFqw5Af5kNEc5_v8mzjloiNW_8u1rZB3NBZpgDY4Q9Muc_6bI/w171-h200/Battle%20Card%20KS.png" width="171" /></a></div>I didn’t
plan on writing such a detailed feature on <i>Battle
Card: Market Garden</i>...but
seeing a <a href="http://kck.st/3PoLm4f" target="_blank">Kickstarter for five more print-and-play games</a> with similar
mechanics covering other engagements in WWII obviously got me
excited. <span lang="en-US">B</span>ackers
get solo
games for the Japanese invasion of Malaysia (1941-42) and the
British/Canadian advance at the Moro River in the Italian campaign
(1943) when
the campaign fulfills in October. Three
more as-yet-unnamed games release later. Given my positive experience
with <i>Market Garden</i> and the design team’s impressive credits, I have
high hopes for the <i>Battle Card</i> series. They’re a tempting
convergence of solitaire wargaming, short but engaging games, and
World War II history.<p></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>The
battle was a decided victory, but the leading division, asking, quite
rightly, for more, was given a chop. I have not been afflicted with
any feeling of disappointment over this and am glad our commanders
are capable of running this kind of risk.”</i></span></strong></p>
<p align="right" class="western"><strong><span style="font-size: large;">--Winston
Churchill</span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com3tag:blogger.com,1999:blog-8333965379660280891.post-27727870753095860612023-09-12T14:38:00.001-04:002023-09-12T14:38:00.143-04:00Solo Play: My Own Worst Enemy<p></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiHMVUPdqaadE5RuPNnhpaOzX9fD7k7RKWmUrw3L8hAI1mcIfIKlMDZrWUkjawqeJONuhKLYYc5FI-8fL8b678NSauFHw-wPeXTJSzX4z18MQK58UqHs74-Ro96iqYBz2i3427H3fQJSJsnJD63SDSyMXYnLsGQhXYIvwH6aq64C_fj0xqswKmKCkKJC0/s2024/NefertariSoloGaming.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1829" data-original-width="2024" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiHMVUPdqaadE5RuPNnhpaOzX9fD7k7RKWmUrw3L8hAI1mcIfIKlMDZrWUkjawqeJONuhKLYYc5FI-8fL8b678NSauFHw-wPeXTJSzX4z18MQK58UqHs74-Ro96iqYBz2i3427H3fQJSJsnJD63SDSyMXYnLsGQhXYIvwH6aq64C_fj0xqswKmKCkKJC0/w200-h181/NefertariSoloGaming.jpg" width="200" /></a></div>I’ve
always enjoyed solitaire games since I first discovered the adventure
gaming hobby back in 1982. Purely solitaire experiences helped me
engage with my gaming interests when other players weren’t
available: titles like Avalon Hill’s <i>B-17:
Queen of the Skies</i>,
solo gamebooks <span lang="en-US">from</span>
the <i>Fighting
Fantasy</i>
series, and, of course, solitaire roleplaying game modules like <span lang="en-US"><i>BSOLO
Ghost of Lion Castle</i></span><span lang="en-US">
and </span><span lang="en-US"><i>XSOLO
</i></span><i>Lathan’s
Gold</i>. I
also embarked on other solo endeavors where I played all the sides
against myself, usually for board wargames like <i>Kingmaker</i>
and
occasionally in non-programmed forays into solo roleplaying.
I’ve
admired and authored solitaire tutorial adventures for roleplaying
games as a means of introducing both game mechanics and theme to new
players. Over the years more games – primarily board games and
wargames – have integrated solitaire play into their rules,
especially with the relatively recent development of cooperative
games. I’ve indulged in them as much as I’m able. Although
these “solo only” games offer exciting experiences crafted for a
single player, they’re sometimes more frustrating and less
satisfying than busting out an old favorite to play against myself.<p></p>
<span><a name='more'></a></span><p class="western"><strong><span style="font-weight: normal;">I’ve
always felt gamer culture stigmatized </span></strong><strong><span style="font-weight: normal;">playing
against oneself </span></strong><strong><span style="font-weight: normal;">and
I’ve taken some comfort in James Dunnigan’s </span></strong><strong><span style="font-weight: normal;">assertion,
</span></strong><strong>“</strong><strong><span style="font-weight: normal;">Playing
wargames solitaire is by far the favorite mode for most wargamers”
</span></strong><strong><span style="font-weight: normal;">(which
I’ve quoted frequently) </span></strong><strong><span style="font-weight: normal;">for
both a lack of fellow players and the urge to explore a game’s
rules and scenarios. For much of my </span></strong><strong><span style="font-weight: normal;">40+
years </span></strong><strong><span style="font-weight: normal;">playing
games I’ve occasionally indulged in this kind of solitaire play.
Purely “solo only” games remained rare in the industry’s early
days, the aforementioned </span></strong><strong><i><span style="font-weight: normal;">B-17</span></i></strong><strong><span style="font-weight: normal;">
being one of the earliest board wargaming exceptions (</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">though</span></span></strong><strong><span style="font-weight: normal;">
roleplaying games embraced gamebooks and modules early in their
history). </span></strong><strong><span style="font-weight: normal;">I’d
thought the recent renaissance in purely solitaire game experiences
would satisfy my urge to game when no willing players were at hand.
And I have blissfully immersed myself in those reasonably priced ones
that engage my varied interests.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">But
I’ve found balanced, satisfying solitaire play is a finicky thing.
I’ve played enough games now to know some present reasonable
challenges while others, even after numerous games, seem so
impossible to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">achieve</span></span></strong><strong><span style="font-weight: normal;">
victory conditions that my frustration overshadows my enjoyment. If
only I could discern this before investing money and time. </span></strong><strong><span style="font-weight: normal;">I’ve
learned to preview games through such venues as <a href="https://boardgamegeek.com" target="_blank">Board Game Geek</a> and
<a href="https://www.youtube.com/user/watchitplayed" target="_blank">Watch It Played</a>. While these can offer insight into how to play, how
different mechanics work, and other commentary about the overall
quality, even these tools cannot provide full insight into whether or
not I’ll find entertainment or frustration. (I’ve found my
experience with these research resources applies to multi-player
games too.) So I’ve explored solo only gaming on my</span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><b>Solo
Only</b></span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Casually
reminiscing about my past solo only gaming shows uneven levels of
satisfaction with game difficulty balanced with possibility of
winning. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">This
is by no means a comprehensive or quantitative analysis, but provides
some general impressions of games I recall playing and the
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">gratification</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
they offered:</span></span></strong></p>
<p class="western"><strong><i><b><a href="https://boardgamegeek.com/boardgame/1032/b-17-queen-skies" target="_blank"></a></b></i></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><i><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguUr8qjQm5XeUOhBwmqtAGYYUyhaJWkCkVERZu2eWDFm3RkUAbUTrxxdQC1GzeYxn-sO_4B2Fs84M7s0IDGl0rvgPuM0zgz8w8UVt3grteuzPaMLfu2_I2mN6TgU3aWs8Oj4Sn-SmszZ1slQgTNWtNdt0WrHLTTSCOVy4FHM-Mrute2IpdweqI9XNTANs/s500/B-17QotS.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="500" data-original-width="366" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguUr8qjQm5XeUOhBwmqtAGYYUyhaJWkCkVERZu2eWDFm3RkUAbUTrxxdQC1GzeYxn-sO_4B2Fs84M7s0IDGl0rvgPuM0zgz8w8UVt3grteuzPaMLfu2_I2mN6TgU3aWs8Oj4Sn-SmszZ1slQgTNWtNdt0WrHLTTSCOVy4FHM-Mrute2IpdweqI9XNTANs/w146-h200/B-17QotS.jpg" width="146" /></a></b></i></strong></div><strong><i><b>B-17: Queen of the Skies:</b></i></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">I played
this for hours after discovering it in my high school days. As
frustrating as it seemed, with enemy fighters appearing where my crew
could least handle it, the game still provided an engaging
experience. Maintaining the roster with named crew members put the
historical experience in perspective. Although my aircraft had
numerous close calls, I don’t ever remember having a </span></strong><strong><i><span style="font-weight: normal;">B-17</span></i></strong><strong><span style="font-weight: normal;">
shot down. </span></strong><strong><span style="font-weight: normal;">While
some folks might think gameplay was a bit too procedural with few
player choices, I recall having lots of fun with it; I might revise
my assessment if I revisit it all these years later. </span></strong><strong><span style="font-weight: normal;">(As
an aside, part of my fondness for this game comes from my Great Uncle
George, who, during World War II, served as ground crew with 8th Army
Air Corps working on B-17s and B-24s.)</span></strong><p></p>
<p class="western"><strong><i><b><a href="https://boardgamegeek.com/boardgame/43570/friday" target="_blank">Friday</a>:</b></i></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">A solo
deck-building game based on</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
Robinson Crusoe where the solo player acts as the castaway’s
companion, Friday. I immersed myself in the game for a week or so,
playing numerous times after learning the rules. No matter how many
different strategies I tried the luck of the draw always seemed
against me. I don’t think I ever came remotely close to winning, so
I set it aside. Perhaps I’ll return to it someday after reading up
on different success strategies that worked for others.</span></span></strong></p>
<p class="western"><strong><i><b><a href="https://boardgamegeek.com/boardgame/200680/agricola-revised-edition" target="_blank">Agricola</a>: </b></i></strong><strong><span style="font-weight: normal;">I’d
heard folks speak highly of this popular Euro-board game, so I
snatched up </span></strong><strong><span style="font-weight: normal;">the
revised edition</span></strong><strong><span style="font-weight: normal;">
at a used book store when I saw it at a great price. Although
intended for multi-players in competition, it also worked with slight
modification as a solo game of gathering resources and building a
sustainable farm in the </span></strong><strong><span style="font-weight: normal;">17th
century. It offered different strategies to explore in achieving
different point-scoring goals. I somehow didn’t feel discouraged
when I didn’t do very well when comparing my final score to the
point ranges indicating how well those goals. At times I found the
game situations frustrating compared to my intentions, but I never
felt so thwarted that I just wanted to walk away.</span></strong></p>
<p class="western"><strong><i><b><a href="https://boardgamegeek.com/boardgame/318322/hidden-strike-american-revolution" target="_blank"></a></b></i></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><i><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8FZ_9kL5yAnOLNKXMGuYklhSNpeSdfO0r_bXoHo2mr97aniFXrwlKL6eTh3TiAv2Q631__pRbKR12rvKhSe-ZL7Dmdx2KTRLjHI4ghn-NnUKIhlcnhUSdzz6JNvYQoqbqbGn2ZuL-AM6J6YDtjt8d8kyK9fk3k2FaET0NWymbmsBHd5kt1eMXo74UZME/s254/Hidden%20Strike%20Am%20Rev.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="254" data-original-width="199" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8FZ_9kL5yAnOLNKXMGuYklhSNpeSdfO0r_bXoHo2mr97aniFXrwlKL6eTh3TiAv2Q631__pRbKR12rvKhSe-ZL7Dmdx2KTRLjHI4ghn-NnUKIhlcnhUSdzz6JNvYQoqbqbGn2ZuL-AM6J6YDtjt8d8kyK9fk3k2FaET0NWymbmsBHd5kt1eMXo74UZME/w157-h200/Hidden%20Strike%20Am%20Rev.jpg" width="157" /></a></b></i></strong></div><strong><i><b>Hidden Strike: American Revolution:</b></i></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">I’d
explored Worthington Publishing’s game offerings before, but this
one </span></strong><strong><span style="font-weight: normal;">by
Maurice Suckling </span></strong><strong><span style="font-weight: normal;">covered
my interests in the American War of Independence (AWI) and solitaire
wargaming. I backed it in the Kickstarter and played it more than 30
times when it finally arrived. I was intrigued by the interesting
dynamic of card play and block deployment to contest different
regions. But in all those plays, I came within one point of victory
only once, </span></strong><strong><span style="font-weight: normal;">despite
trying various strategies</span></strong><strong><span style="font-weight: normal;">.
As with </span></strong><strong><i><span style="font-weight: normal;">Friday</span></i></strong><strong><span style="font-weight: normal;">,
the luck of the draw was often against me, particularly in deployment
of British forces. While I thought the German mercenary rules seemed
quite accurate given their discipline and reputation, the Loyalist
forces </span></strong><strong><span style="font-weight: normal;">and
dragoons </span></strong><strong><span style="font-weight: normal;">seemed
far too overpowered (though lately I’ve been reading more how
Loyalists and Patriots fought more of a civil war in the frontier
areas). </span></strong><strong><span style="font-weight: normal;">I’ll
return to this game at some point because I love the AWI and the
card/block mechanics, but I don’t have high hopes I could win.</span></strong><p></p>
<p class="western"><a href="https://boardgamegeek.com/boardgame/299179/chancellorsville-1863" target="_blank"><strong><i>Chancellorsville </i></strong><strong><i>1863</i></strong></a><strong><i>:</i></strong><strong><i><span style="font-weight: normal;">
</span></i></strong><strong><span style="font-weight: normal;">Another
solo wargame by Suckling using cards and blocks and area control, I
played this several times not necessarily expecting to win, as one
commands Union forces in an engagement the Confederates won (albeit
at a high cost losing General Jackson to friendly fire). I enjoyed
the gameplay with various elements interacting with management of
different forces’ strengths. While at times it seemed like the
Union might prevail – as in the historical battle – the
Confederacy/solo rules procedure always beat me back toward defeat.</span></strong></p>
<p class="western"><a href="https://boardgamegeek.com/boardgame/329432/tarawa-1943" target="_blank"><strong><i></i></strong></a></p><div class="separator" style="clear: both; text-align: center;"><strong><i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikHrnL_6BoA_-8caf1h-JCOFEcHpJN3SFzGq6PCNX8t9o3j9n1cgGDz3tL-RloYxE_PofQi3gI_gd9vxmEB8nqHyy9pm8ENQPk4ScGUzAUafe9zM0mQCZmTvYcpizhtX7bWXDT5qr-35JqoLstrB0CDN4IMMRT1BaMn2fbkirpvO11ywl5h3GNobcO_mc/s1024/Tarawa%201943.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="576" data-original-width="1024" height="113" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikHrnL_6BoA_-8caf1h-JCOFEcHpJN3SFzGq6PCNX8t9o3j9n1cgGDz3tL-RloYxE_PofQi3gI_gd9vxmEB8nqHyy9pm8ENQPk4ScGUzAUafe9zM0mQCZmTvYcpizhtX7bWXDT5qr-35JqoLstrB0CDN4IMMRT1BaMn2fbkirpvO11ywl5h3GNobcO_mc/w200-h113/Tarawa%201943.jpg" width="200" /></a></i></strong></div><strong><i>Tarawa </i></strong><strong><i>1942</i></strong><strong><i>:
</i></strong><strong><span style="font-weight: normal;">In backing
this Worthington Publishing Kickstarter I expanded my interests in
World War II to the Pacific Theater. </span></strong><strong><span style="font-weight: normal;">The
Marine Corps assault on the Japanese defenses at Tarawa was a
bloodbath (backing the game inspired me to read up on the battle) and
the solo game really integrated historical elements with the
combination of cards, blocks, and area control on the board (along
with tracking unit strength on the board, as seen in </span></strong><strong><i><span style="font-weight: normal;">Chancellorsville
1863</span></i></strong><strong><span style="font-weight: normal;">
and other Worthington titles). My first two plays resulted in
failure, but I slowly got the hang of the tactics and cards and
prevailed on subsequent plays. Was it bloody and tough to achieve
victory? Yes. But it was also a satisfying experience with a solid
sense of connection to the historical elements.</span></strong><p></p>
<p class="western"><strong><span lang="en-US"><i><a href="https://boardgamegeek.com/boardgame/354859/fields-normandy-solitaire-wargame" target="_blank">The Fields of Normandy</a>:</i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
A solitaire wargame in the form of a book (one of numerous such
titles from Mike Lambo) requiring use of counters (easily downloaded,
printed, and mounted from online sources) on different mission maps
in the book. After learning the basic rules, the missions take your
British infantry squad on different missions, each one more difficult
than the last and introducing more complicated (but never really
overwhelming) new game concepts. I’ve only played a handful of the
scenarios, but they move quickly once you understand the rules. Some
randomness in the commands you can issue to units provides unexpected
challenges and creates a historically realistic feel to the
uncertainty of small-unit land combat in WWII. The challenges never
seemed insurmountable; replaying a failed mission always seemed
possible given the relatively brief but satisfying play time.</span></span></strong></p>
<p class="western"><strong><i><b><a href="https://boardgamegeek.com/boardgame/148729/maquis" target="_blank">Maquis</a>:</b></i></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">This game
popped up on my radar for my interests in solo games and WWII. Sat
down, learned the rules, and as I played, immediately felt the
tension members of the French Resistance must have felt under German
occupation. Over several plays with different missions I won half and
lost half. The random elements (where security forces appeared)
worked well to create tension. Even when I lost I felt some
satisfaction of an immersive experience that captured the tense
atmosphere of occupied France.</span></strong></p>
<p class="western"><strong><i><a href="https://boardgamegeek.com/boardgame/381726/lucky-seven" target="_blank">The </a></i></strong><strong><i><a href="https://boardgamegeek.com/boardgame/381726/lucky-seven" target="_blank">Lucky
Seven</a>:</i></strong><strong><span style="font-weight: normal;"> </span></strong><strong><span style="font-weight: normal;">My
latest solo game acquisition and inspiration for this post. A card
game with a war-theme overlay (it sounds contemporary, with mention
of a helicopter in the intro, but, ignoring that, seems more
appropriate in gameplay and artwork for a WWII game). The player
commands a squad of seven different soldiers, each a stereotype of
war-film characters with unique abilities, many of which play off
each other. They appear on a 4x6 map grid (defined by numbered cards)
and must endure and eliminate threats that show up by column and row
each turn. The mechanics merge a lot of elements – random threat
placement, soldier abilities, movement possibilites/limitations,
soldiers being active or “down” – for some real turn-by-turn
puzzles of deployment and attack. I loved the concepts. Although I
won about half of my first handful of games, anything after that
proved unsuccessful. Much depended on the luck of the draw (or lack
thereof) in the random drawing and placement of threats. </span></strong><strong><span style="font-weight: normal;">Games
don’t take long, about 15 minutes average from set-up to
conclusion, so I didn’t mind playing a few games before setting it
aside. The short play time encourages me to return for a re-match all
too frequently, but after three losses in a row, it’s time to move
on. I love innovative little games like this, but can’t help my
frustration and discouragement after so many losses.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">This is
by no means a comprehensive list. I’m omitting both </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
franchise games <a href="http://hobbygamesrecce.blogspot.com/2023/07/a-tale-of-two-alien-games.html" target="_blank">I recently featured</a>, as well as a host of other solo
games with which I’ve dabbled recently. I’m sure I’ve
overlooked others. </span></strong><strong><span style="font-weight: normal;">I’m
always looking for more satisfying solitaire game experiences,
despite my </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">inconsistent</span></span></strong><strong><span style="font-weight: normal;">
record as outlined above. I still haven’t tried the copy of
Worthington’s </span></strong><strong><i><span style="font-weight: normal;">Malta
Besieged: 194</span></i></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">0</span></i></span></strong><strong><i><span style="font-weight: normal;">-1942,
</span></i></strong><strong><i><span style="font-weight: normal;">Pandemic:
Fall of Rome</span></i></strong><strong><span style="font-weight: normal;">,
or </span></strong><strong><i><span style="font-weight: normal;">The
Shores of Tripoli</span></i></strong><strong><span style="font-weight: normal;">.
I have a few solo wargame books still to try. I’m tempted to try
more such offerings by Mike Lambo, though I’ve discovered other
similar titles on the market. Certainly other solo board games appear
on my radar, but they fail to </span></strong><strong><span style="font-weight: normal;">balanc</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">e
reasonable</span></span></strong><strong><span style="font-weight: normal;">
cost and complexity </span></strong><strong><span style="font-weight: normal;">for
me to explore at the moment.</span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><b>Against
Myself</b></span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I’ve
probably played just as many games solitaire against myself, if not
more. Playing both sides of a mulit-player game, especially
historical ones, helps me learn the rules and tactics as well as
provides a satisfying experience. Is it as ideal as playing against a
living, intelligent opponent or a solo-play “bot” procedure like
most solo only games rely on? Not always. </span></strong><strong><span style="font-weight: normal;">But
it satisfies my urge to explore a game without waiting (or working)
to find players and, ultimately, fulfills my gaming need.</span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span style="font-weight: normal;">he
games I’ve played against myself to learn </span></strong><strong><span style="font-weight: normal;">the
rules </span></strong><strong><span style="font-weight: normal;">primarily
include titles that interested me in their gameplay or theme:
</span></strong><strong><i><span style="font-weight: normal;">Spearpoint
1943, Fighters of the Pacific, <a href="https://hobbygamesrecce.blogspot.com/2022/10/card-driven-battle-games.html" target="_blank">Manoevre, Airfix Battles</a>,</span></i></strong><strong><span style="font-weight: normal;">
and numerous miniature wargame rules and periods Some of these I went
on to play against live humans, but even if I hadn’t, they provided
a few hours’ diversion learning and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">interacting
with</span></span></strong><strong><span style="font-weight: normal;">
the rules in a meaningful way. </span></strong><strong><span style="font-weight: normal;">Those
I have enjoyed most playing solo against myself </span></strong><strong><span style="font-weight: normal;">for
fun </span></strong><strong><span style="font-weight: normal;">fall
into three general categories: </span></strong><strong><i><span style="font-weight: normal;">Commands
& Colors</span></i></strong><strong><span style="font-weight: normal;">-style
</span></strong><strong><span style="font-weight: normal;">battle
</span></strong><strong><span style="font-weight: normal;">games,
block wargames, and gridded miniature wargames.</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjha4AEoZ7NNrVn4Q6O5t6ymQnEf3U08lbPLrvZfgA0wvpuVeO-wy6_xqH9W5PZzLjooWgK0sK_7TJaUf6h1AIjzt_8sXvFUZJMn-lGUo_AScRiweRUVQffxinyQbUosEH9VGMemtDMb9FxF5fF2se2XdRXhUwKfOC0fBsRS47cqGh_FhBfhLWUM4o1eUQ/s440/Richard%20III%20block%20game.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="248" data-original-width="440" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjha4AEoZ7NNrVn4Q6O5t6ymQnEf3U08lbPLrvZfgA0wvpuVeO-wy6_xqH9W5PZzLjooWgK0sK_7TJaUf6h1AIjzt_8sXvFUZJMn-lGUo_AScRiweRUVQffxinyQbUosEH9VGMemtDMb9FxF5fF2se2XdRXhUwKfOC0fBsRS47cqGh_FhBfhLWUM4o1eUQ/s320/Richard%20III%20block%20game.jpg" width="320" /></a></div>Of the
three, block wargames
offer excellent solo play experiences when played against oneself, as
the enemy upright blocks help maintain the fog of war, even when you
play both sides and have some idea which units occupy which areas.
This helps
in the game of self-deception we play in these cases, where we
<span lang="en-US">convince</span>
ourselves between turns we have little idea what the “enemy”
intends. Perhaps
the best illustration of this comes from my playing of Avalon Hill’s
<i>Kingmaker</i>
and <a href="http://columbiagames.com/" target="_blank">Columbia Games’</a> <i>Richard
III</i>,
each of which covers the English War of the Roses in different ways.
<i>Kingmaker</i>
uses more traditional wargame chits on a board, providing more
perfect information, though individual noble’s forces tally up on
cards held by each player (or by the sole player, who can easily
reference each noble’s strength). <i>Richard
III</i>
uses blocks to represent military forces on the board, meaning a solo
player can only immediately reference his own forces and those he’s
recently fought (and if you’re like me, you quickly forget who’s
who on the enemy side). Both use area movement, with <i>Kingmaker</i>’s
map of England a bit more granular than <i>Richard
III</i>’s.<p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">A</span></span></strong><strong><span style="font-weight: normal;">
lazy susan </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">serves
to assist in block wargame play – or any head-to-head solitaire
gaming – to easily shift player position. I set up games on large
felt-lined trays I constructed (they serve as “drawers” on the
wargaming table) and set them on a large lazy susan (though I could
really use a bigger one). The tray/drawers also help to preserve the
pieces if I have to stop mid-game; our cats are notorious for jumping
on the table, batting around pieces, and settling down right in the
middle of the board.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">O</span></span></strong><strong><span style="font-weight: normal;">ther
block wargames I’ve enjoyed playing solo against myself include
Columbia’s </span></strong><strong><span style="font-weight: normal;">Liberty
</span></strong><strong><span style="font-weight: normal;">and
<a href="https://www.worthingtonpublishing.com/" target="_blank">Worthington</a>’s </span></strong><strong><i><span style="font-weight: normal;">Wilderness
Empire</span></i></strong><strong><span style="font-weight: normal;">,
</span></strong><strong><i><span style="font-weight: normal;">Holdfast:
Atlantic</span></i></strong><strong><span style="font-weight: normal;">,
and </span></strong><strong><i><span style="font-weight: normal;">Holdfast:
Tunisia</span></i></strong><strong><span style="font-weight: normal;">.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I also
like </span></strong><strong><i><span style="font-weight: normal;">Commands
& Colors</span></i></strong><strong><span style="font-weight: normal;">-style
</span></strong><strong><span style="font-weight: normal;">battle
</span></strong><strong><span style="font-weight: normal;">games, </span></strong><strong><span style="font-weight: normal;">both
ones from creator Richard Borg and others using hex maps, command
cards, and miniatures or blocks to represent units, notably </span></strong><strong><i><span style="font-weight: normal;">Hold
the Line: </span></i></strong><strong><i><span style="font-weight: normal;">The
</span></i></strong><strong><i><span style="font-weight: normal;">American
Revolution</span></i></strong><strong><span style="font-weight: normal;">
from Worthington.</span></strong></p><p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_yNm5ek4Uyks9JjnDyeG-tMAADwquo0v5HaWzb4It12S4LPB6rZB1UvfLs3vStQYuU0Mmw60dD9hbp_nWLJO-oHsmD_xVZhpPV_YK23RHuDAlAfsPoPX4vkd1pBlyRkZkdy73ZIi_lk8sbKo20h-XwdsXg7SLU-5sP9bx4-pc16iEbUee8i_XjASuPu0/s1460/Paper%20Romans%20C.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="950" data-original-width="1460" height="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_yNm5ek4Uyks9JjnDyeG-tMAADwquo0v5HaWzb4It12S4LPB6rZB1UvfLs3vStQYuU0Mmw60dD9hbp_nWLJO-oHsmD_xVZhpPV_YK23RHuDAlAfsPoPX4vkd1pBlyRkZkdy73ZIi_lk8sbKo20h-XwdsXg7SLU-5sP9bx4-pc16iEbUee8i_XjASuPu0/w200-h130/Paper%20Romans%20C.jpg" width="200" /></a></div>Bob
Cordery’s <i><a href="http://wargamingmiscellany.blogspot.com/p/wargames-rules.html" target="_blank">Portable
Wargame</a></i><a href="http://wargamingmiscellany.blogspot.com/p/wargames-rules.html" target="_blank">
rules</a> (including <i>Gridded
Naval Wargames</i>)
allow me to play out engagements on my gridded surfaces drawing from
my diverse collection of miniatures (including marvelous <a href="https://peterspaperboys.com/" target="_blank">Peter’s Paperboys</a>) across historical periods. Though I usually require a
refresher of the particular rules, they’re basic enough to run a
battle against
myself in
an hour or two, yet offer good depth of play and numerous choices for
commanders (even if they’re both me).<p></p>
<p class="western"><strong><span style="font-weight: normal;">For me
gaming against myself presents challenges, but also guarantees I have
a positive game experience. No matter what luck I have with dice,
cards, and other random elements, I’m sure to win with one of the
sides I’m playing. </span></strong><strong><span style="font-weight: normal;">Solo
only games maintain the tension that one might not actually
win...though when it seems one might never win much of the fun
dissipates. Each solo play style poses difficulties. While I continue
exploring solo only games, I can always set up </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a
multi-player game</span></span></strong><strong><span style="font-weight: normal;">
to play against myself...with each one engaging me in my adventure
gaming hobby.</span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><b>Schweig
on Solo</b></span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Over the
past decade I’ve blogged numerous times about solitaire games
</span></strong><strong><span style="font-weight: normal;">(across the
spectrum of the adventure gaming hobby) </span></strong><strong><span style="font-weight: normal;">and
my experiences with them. Here are a few from the distant past that
still resonate with me:</span></strong></p><p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2011/03/the-solitaire-gaming-experience.html" target="_blank">“</a></strong><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2011/03/the-solitaire-gaming-experience.html" target="_blank">The Solitaire Gaming Experience”</a> (2011)</span></strong></p><p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2013/02/the-gamemaster-solitaire-adventure.html" target="_blank">“</a><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2013/02/the-gamemaster-solitaire-adventure.html" target="_blank">The Gamemaster Solitaire Adventure”</a> (2013)</span></strong></p>
<p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2014/08/celebrating-solitaire-play.html" target="_blank">“</a></strong><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2014/08/celebrating-solitaire-play.html" target="_blank">Celebrating
Solitaire Play”</a> (2014)</span></strong></p>
<p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2014/08/solitaire-play-addendum.html" target="_blank">“</a></strong><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2014/08/solitaire-play-addendum.html" target="_blank">Solitaire
Play Addendum”</a> (2014)</span></strong></p>
<p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2014/12/curling-up-with-solitaire-gamebooks.html" target="_blank">“</a></strong><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2014/12/curling-up-with-solitaire-gamebooks.html" target="_blank">Curling Up with Solitaire Gamebooks”</a> (2014)</span></strong></p>
<p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2017/11/favorite-resources-for-solo-rpg-play.html" target="_blank">“</a></strong><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2017/11/favorite-resources-for-solo-rpg-play.html" target="_blank">Favorite
Resources for Solo RPG Play”</a> (2017)</span></strong></p>
<p class="western"><a href="https://hobbygamesrecce.blogspot.com/2017/08/solitaire-board-games-on-my-radar.html" target="_blank"><strong>“</strong><strong><span style="font-weight: normal;">Solitaire
Board Games on </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">m</span></span></strong></a><strong><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2017/08/solitaire-board-games-on-my-radar.html" target="_blank">y
Radar”</a> (2017)</span></strong></p>
<p class="western"><strong><a href="https://hobbygamesrecce.blogspot.com/2020/03/solo-gaming-in-pandemic-times.html" target="_blank">“</a><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2020/03/solo-gaming-in-pandemic-times.html" target="_blank">Solo
Gaming in Pandemic Times”</a> (2020)</span></strong></p>
<p class="western"><br /></p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com5tag:blogger.com,1999:blog-8333965379660280891.post-48286847992406398882023-09-05T14:38:00.024-04:002023-09-05T14:38:00.152-04:00Kind People Make Spaces Safe<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i>I discovered me
in the library. I went to find me in the library.”</i></span></strong></p>
<p class="western" style="text-align: right;"><strong>– <span style="font-size: large;">Ray
Bradbury</span></strong><br />
</p>
<p class="western"><span lang="en-US"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQkyX8OwdXCBFsbWMh4ixOz7skf-Uc6rrQ0VZpADva6MVKhvck9KmHswSsq5Blav72zrFeRxTs-pcwWvhdi0tWOHnaO41juabJNdTOJDDBL7L0bE4ZP9tQ-FuYC6ZXoJmNGdzOVKMhFjDp5ZcA3uwZmwBnVTiFVyOeYK3wmOIhP-y4lWvt-FPIKBq89aE/s325/RidgefieldLibrary.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="234" data-original-width="325" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQkyX8OwdXCBFsbWMh4ixOz7skf-Uc6rrQ0VZpADva6MVKhvck9KmHswSsq5Blav72zrFeRxTs-pcwWvhdi0tWOHnaO41juabJNdTOJDDBL7L0bE4ZP9tQ-FuYC6ZXoJmNGdzOVKMhFjDp5ZcA3uwZmwBnVTiFVyOeYK3wmOIhP-y4lWvt-FPIKBq89aE/s320/RidgefieldLibrary.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>The library where I grew up; not my<br />current public library....</i></td></tr></tbody></table>Every
few months something</span>
inspire<span lang="en-US">s</span>
me to consider the issue of safe spaces, specifically public
libraries as safe spaces. It’s
become one of those perennial issues emerging in <span lang="en-US">discussions
about</span>
our society as
a whole and our smaller communities of gamers.
<span lang="en-US">Paramount
among the</span><span lang="en-US">se</span><span lang="en-US">
</span><span lang="en-US">prompts
</span><span lang="en-US">was
Wil Wheaton’s </span><span lang="en-US">moving</span><span lang="en-US">
</span>keynote
speech
at the Southern Kentucky Book Festival, <a href="https://wilwheaton.net/2023/03/the-library-is-a-safe-place/" target="_blank">“</a><a href="https://wilwheaton.net/2023/03/the-library-is-a-safe-place/" target="_blank">The
<span lang="en-US">l</span>ibrary
is <span lang="en-US">a</span>
<span lang="en-US">s</span>afe
<span lang="en-US">p</span>lace,”</a>
about how
books and
his local library helped him find his way through his difficult
childhood. It’s
long but worth reading. Go and read it now...I’ll wait. I
gleaned other
tidbits
from <span lang="en-US">my
social media feeds</span>
demonstrat<span lang="en-US">ing</span>
how public libraries offer a place where the homeless, out-of-work,
and troubled can find refuge, however temporary. The
main event, however, was closer to home; this
past spring our
local
public library hosted a convention celebrating graphic novels,
movies, even games with fandom followings. After
some reflection on all these perspectives I <span lang="en-US">reached
a realization</span>.
As <span lang="en-US">merely</span>
<i>places</i>
filled with books and other media to engage our interests and
momentarily distract us from our real-life woes,
public libraries fulfill
only part of their role;
what brings the safe
<i>place</i>
to life is the confluence of the media and <i>caring
people</i>
in one location. People
matter. They make the difference in how we experience places and
events...for good or ill. I regret that, while
games might <span lang="en-US">serve
as one aspect helping to </span>make
libraries a refuge, exclusive game spaces do not always make for safe
spaces...<span lang="en-US">people,
</span><span lang="en-US">civility,</span><span lang="en-US">
and kindness make the difference</span>.</p>
<span><a name='more'></a></span><p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkXdLojSB_ocq8sbYajI7NYz38tq99FTEhkphv0bapQZrzjlRvS2qhc3SyfKOwxzltCImtPFb6VTbaCzHldSjveatSbfjUpPanoKlerxs_35EdG9c1hmvrBNH3A-A95J3GhwJ8RbgcXGqBKO-1ZjTBAe_naqTdfNP5S8yy_uwDuHb87GkuDOe-uhuUUUg/s1408/LOTR4.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="803" data-original-width="1408" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkXdLojSB_ocq8sbYajI7NYz38tq99FTEhkphv0bapQZrzjlRvS2qhc3SyfKOwxzltCImtPFb6VTbaCzHldSjveatSbfjUpPanoKlerxs_35EdG9c1hmvrBNH3A-A95J3GhwJ8RbgcXGqBKO-1ZjTBAe_naqTdfNP5S8yy_uwDuHb87GkuDOe-uhuUUUg/s320/LOTR4.jpg" width="320" /></a></div>I’ve
long sought refuge in libraries, public, academic, and private. I
regret librarians have rarely made me feel comfortable there –
quite the opposite (and I’ll not elaborate) – but I realize my
experience is more the exception than the rule. <span lang="en-US">Q</span><span lang="en-US">uite
possibly </span><span lang="en-US">it’s
</span><span lang="en-US">why
I find more refuge in my personal library than anywhere else. </span><span lang="en-US">Years
ago a</span><span lang="en-US">
librarian made me feel quite unwelcome at the local library soon
after my arrival at my </span><span lang="en-US">new
</span><span lang="en-US">home
in central Virginia. But, thankfully, </span>the
local public library has changed. Some
of the supportive librarians are still there running programs for the
youngest visitors. Others have moved on, with newer personnel
bringing <span lang="en-US">fresh</span>
ideas and attitudes. Th<span lang="en-US">e
recent</span>
fandom convention prove<span lang="en-US">d</span>
that. One of the library board members who knows of
my involvement with the adventure gaming hobby invited me to
participate early on; I volunteered to give a talk about finding
games to indulge one’s fandom interests as well as run a
demonstration miniatures wargame pitting orcs <span lang="en-US">against</span>
Rohirrim in a Middle-earth battle using
Daniel Mersey’s <i>Dragon
Rampant</i>
rules. Both
went extremely well, overcoming my generalized anxieties about the
event and the library itself.
I was glad to meet and chat with the librarian who organized the
event, who emphasized his view of the library – and
fandom media – as
a safe space for everyone.
It helped
me realize such a refuge goes beyond just a place, or the media it
houses, and depends on caring, supportive people.<p></p>
<p class="western"><strong><span style="font-weight: normal;">Games
and the spaces where we play them may not seem as welcoming on the
surface as a public library with its study </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">rooms</span></span></strong><strong><span style="font-weight: normal;">,
comfy chairs, and stacks where we can disappear on our various
</span></strong><strong><span style="font-weight: normal;">solitary
</span></strong><strong><span style="font-weight: normal;">quests for
material. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Someo</span></span></strong><strong><span style="font-weight: normal;">ne
can easily find a book, pick it up, and peruse it on their own
without ever having to interact with anyone (though the interaction
can help). Games, however, have a few barriers that might discourage
some folks, especially those who are socially inhibited. </span></strong><strong><span style="font-weight: normal;">Unlike
books, most games involve interacting with other people. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Anxiety</span></span></strong><strong><span style="font-weight: normal;">
about approaching a crowd of strangers</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">may
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">discourage</span></span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">engaging
with a group of gamers</span></span></strong><strong><span style="font-weight: normal;">.
And they’re not just people playing a game. They’re part of a
“club” whose members are, to varying degrees, familiar with the
intricate workings of the game rules...yet another barrier to
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">potential
newcomers</span></span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Although</span></span></strong><strong><span style="font-weight: normal;">
board game popularity initiated by titles like </span></strong><strong><i><span style="font-weight: normal;">Settlers
of Catan</span></i></strong><strong><span style="font-weight: normal;">
have brought more people into the hobby, many </span></strong><strong><span style="font-weight: normal;">can
</span></strong><strong><span style="font-weight: normal;">feel
intimidated by more detailed and sometimes less regimented forms of
play. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">For
instance, o</span></span></strong><strong><span style="font-weight: normal;">ne
participant in my library wargame noted they were more used to moving
game pieces around according to spaces printed on the play surface
rather than </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">freely</span></span></strong><strong><span style="font-weight: normal;">
measuring distances for movement and ranged combat. </span></strong><strong><span style="font-weight: normal;">Newcomers
to roleplaying games </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">sometimes</span></span></strong><strong><span style="font-weight: normal;">
require some corollaries to more traditional board games, like
miniatures for pieces and battle maps for boards.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I’ve
focused on running adventure games for kids and newcomers for a
while, </span></strong><strong><span style="font-weight: normal;">often
in different settings. P</span></strong><strong><span style="font-weight: normal;">art
of the challenge comes in </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">choosing
or adapting </span></span></strong><strong><span style="font-weight: normal;">rules
</span></strong><strong><span style="font-weight: normal;">that are</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">easy to
learn and intuitive to use. </span></strong><strong><span style="font-weight: normal;">For
public games I always try </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">projecting</span></span></strong><strong><span style="font-weight: normal;">
a welcoming </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">attitude</span></span></strong><strong><span style="font-weight: normal;">
so folks know they can join in, watch, or simply pass on by. </span></strong><strong><span style="font-weight: normal;">I
try encourag</span></strong><strong><span style="font-weight: normal;">ing</span></strong><strong><span style="font-weight: normal;">
a </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hospitable</span></span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">atmosphere
with</span></span></strong><strong><span style="font-weight: normal;">
players already engaged at the table so </span></strong><strong><i><span style="font-weight: normal;">they’</span></i></strong><strong><i><span style="font-weight: normal;">re</span></i></strong><strong><span style="font-weight: normal;">
sensitive to</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
eas</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ing</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">others</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
into a new game experience. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Gamers
are people; they come with their own idiosyncrasies, behaviors, and
varying levels of socialization. We’re not always the most
welcoming, accepting, or tolerant of folks, especially when focused
on the minutia of our hobby. </span></span></strong><strong><span style="font-weight: normal;">A
long time ago (okay, 2011) I wrote about gamers serving as
<a href="https://hobbygamesrecce.blogspot.com/2011/05/become-gaming-ambassador.html" target="_blank">ambassadors for the hobby</a>. </span></strong><strong><span style="font-weight: normal;">It’s
important to </span></strong><strong><span style="font-weight: normal;">mak</span></strong><strong><span style="font-weight: normal;">e</span></strong><strong><span style="font-weight: normal;">
a </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">positive</span></span></strong><strong><span style="font-weight: normal;">
impression not only of the games we play but of ourselves as an
extension of and in fact an integral part of the adventure gaming
experience.</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrQx1R-6mXMQksx3xC7LA_Li_XprmSjHwG-L-p0WQsf_rdA1zEHmPa7QuubEC2o8jODYsxP85BznN9m7X_5xumbnMx8KDhSrDCIe9WXJDfP4XRV1AEqOo7gZa05eyxm28yNm38RPOCNiYeqwfrvSEMJ5DHMz1ZOz1X-skGbsHPLCzE4oCesUKSqhxBGv8/s512/YMMV.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="512" data-original-width="512" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrQx1R-6mXMQksx3xC7LA_Li_XprmSjHwG-L-p0WQsf_rdA1zEHmPa7QuubEC2o8jODYsxP85BznN9m7X_5xumbnMx8KDhSrDCIe9WXJDfP4XRV1AEqOo7gZa05eyxm28yNm38RPOCNiYeqwfrvSEMJ5DHMz1ZOz1X-skGbsHPLCzE4oCesUKSqhxBGv8/w200-h200/YMMV.jpg" width="200" /></a></div>I’d
really like to say the adventure gaming hobby is also a safe place
where <span lang="en-US">everyone</span>
can find refuge; I’m sad that it <span lang="en-US">isn’t
always true</span>.
Sure, for some of us games offer an escape, sometimes on our own,
other times with friends or even like-minded strangers (whom we hope
will become gaming
friends).
But the adventure gaming hobby is really more of an insulated,
exclusive
club that only recently – since the turn of the century and the
popularization of board games and geek culture – has
tried opening itself up to outsiders. Like
many communities in society, your mileage may vary. Some groups
foster a welcoming atmosphere; others bask in the hobby’s insular
“secret knowledge” of rules minutia inadvertently
keeping out
those unwilling to fully immerse themselves in a game’s particular
culture. Both must overcome people’s natural temerity when trying
to make new friends or merge with a new social group. Humans
tend to <span lang="en-US">cluster
within</span>
familiar, safe groups they already <span lang="en-US">knew</span>
– possibly <span lang="en-US">a
vestige of some</span>
primeval survival instinct – but
this subconscious behavior can sometimes exclude others or mute our
courage to reach out beyond our safe group.<p></p>
<p class="western"><strong><span style="font-weight: normal;">Alas,
while I’ve seen positive gaming programs in libraries </span></strong><strong><span style="font-weight: normal;">and
elsewhere</span></strong><strong><span style="font-weight: normal;">,
gaming by itself, especially in its own space at conventions, is not
always an escapist refuge for everyone, </span></strong><strong><span style="font-weight: normal;">particularly
those outside the hobby community</span></strong><strong><span style="font-weight: normal;">.
Certainly some folks find solace there, a place to immerse themselves
in a world other than their own where the cares of life aren’t so
oppressive. But it’s also a space where some folks, in pursuit of
their hobby, intentionally or inadvertently </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">do
not always foster a welcoming atmosphere</span></span></strong><strong><span style="font-weight: normal;">.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Libraries
</span></strong><strong><span style="font-weight: normal;">and the
people there – staffers and considerate patrons – </span></strong><strong><span style="font-weight: normal;">can
serve as examples of </span></strong><strong><span style="font-weight: normal;">folks
cultivating </span></strong><strong><span style="font-weight: normal;">successful
safe spaces; they can also inspire us to try creating welcoming,
supportive communities for the other pursuits we enjoy, like gaming.
</span></strong><strong><span style="font-weight: normal;">A library’s
role as a safe </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">community</span></span></strong><strong><span style="font-weight: normal;">,
a supportive shelter for those who need it, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">challenges
us to</span></span></strong><strong><span style="font-weight: normal;">
strive not only to create more safe havens but, at the very least, to
become sensitive of people’s vulnerabilities and try in our own
ways to help them feel </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">comfortable</span></span></strong><strong><span style="font-weight: normal;">
and safe around us. It’s not always easy to do. We’re not always
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">conscious
of it</span></span></strong><strong><span style="font-weight: normal;">.
And goodness knows I’ve not always been aware </span></strong><strong><span style="font-weight: normal;">of
</span></strong><strong><span style="font-weight: normal;">or
sensitive to it </span></strong><strong><span style="font-weight: normal;">myself</span></strong><strong><span style="font-weight: normal;">.
</span></strong><strong><span style="font-weight: normal;">Humans are
far from perfect; but we can </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">seek</span></span></strong><strong><span style="font-weight: normal;">
to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">improve
ourselves </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and,
hopefully, improve the lives of others</span></span></strong><strong><span style="font-weight: normal;">.</span></strong><strong><span style="font-weight: normal;">
</span></strong><a href="https://wilwheaton.net/2023/03/the-library-is-a-safe-place/" target="_blank"><strong><span style="font-weight: normal;">In his
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">essay</span></span></strong></a><strong><span style="font-weight: normal;">
Wheaton ends with a list of things he strives to do on purpose. The
final one resonates as advice to those seeking to create safe spaces
and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">an
overall good rule of thumb </span></span></strong><strong><span style="font-weight: normal;">for
being decent humans: </span></strong><strong><span style="font-weight: normal;">“</span></strong><strong><span style="font-weight: normal;">Always
choose to b</span></strong><strong><span style="font-weight: normal;">e
kind.” </span></strong><strong><span style="font-weight: normal;">Kindness
in the library helped Wil Wheaton. Kindness at the gaming table might
slowly transform the adventure gaming hobby into a safer, </span></strong><strong><span style="font-weight: normal;">more
welcoming</span></strong><strong><span style="font-weight: normal;">
space. And kindness might help make our society better for everyone,
especially those in need.</span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i>No
act of kindness, no matter how small, is ever wasted.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">Aesop</span></strong><strong><br />
</strong><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com2tag:blogger.com,1999:blog-8333965379660280891.post-89394258760225883532023-08-23T21:16:00.000-04:002023-08-23T21:16:20.227-04:00 Be Prepared Teaching Games<p align="center" class="western"><strong><span style="text-decoration: none;">“<span style="font-size: large;"><i>Fortune
favors the prepared mind.”</i></span></span></strong></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;">Louis Pasteur</span></span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXLf_q1i5cDe3o_MMbZ1xnAM3usPWcTFFaaRI8KBgGqEI3C8IBAigniiXkBLZszdW2nIqZqLaLOR_KgpJ2BaDgixMCy6hQhEBPtYpfVVeEYagjSOOZfF3T4S_EB7c0jWT_wVdGJ-jBasE-3FOnFby3FbG2FIE9uaNuecIh5WO1TxwzyWBbFCtXUy30l2o/s763/Be%20Prepared%20Teach%20Games%20poster.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="482" data-original-width="763" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXLf_q1i5cDe3o_MMbZ1xnAM3usPWcTFFaaRI8KBgGqEI3C8IBAigniiXkBLZszdW2nIqZqLaLOR_KgpJ2BaDgixMCy6hQhEBPtYpfVVeEYagjSOOZfF3T4S_EB7c0jWT_wVdGJ-jBasE-3FOnFby3FbG2FIE9uaNuecIh5WO1TxwzyWBbFCtXUy30l2o/s320/Be%20Prepared%20Teach%20Games%20poster.jpg" width="320" /></a></div>I
wasn’t in Boy Scouts very long, probably about a year, but I
learned a few things (many of them not well). How to use a
<span lang="en-US">pocke</span><span lang="en-US">t</span>knife
safely. How
to tie knots. How
to <span lang="en-US">navigate
using</span>
a map <span lang="en-US">and</span>
a compass. <span lang="en-US">How
to endure the mistreatment inevitably coming your way as t</span>he
shortest, scrawniest kid. And, of course, the importance of being
prepared.
I’ve
tried to keep that lesson in mind as I’ve stumbled through all the
<span lang="en-US">challenges
</span>life
has unexpectedly <span lang="en-US">dumped
on</span>
me over the years.
I’ve
found <span lang="en-US">having
a mindset of preparedness</span>
has helped me introduce new games – or the new experience of games
– to a host of people. Sometimes I’ve done this with a few
friends in the comfort of our home. Other times I’ve prepared for
games
in more public venues like museums, libraries, and conventions, often
for strangers.
I’ve learned from experience...both successes and failures. In a
world where “overthinking things” still <span lang="en-US">retains</span>
a societal stigma (though more of us admit and accept it), it’s
nice to know being well-enough prepared can pay off. Especially
when <span lang="en-US">teaching</span>
games to new players.<p></p>
<span><a name='more'></a></span><p class="western"><strong><span style="font-weight: normal;">I’ve
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">witnessed</span></span></strong><strong><span style="font-weight: normal;">
(and also been responsible for) </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">flagrant
lapses in game preparedness when sharing new games. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Like
the time I was enamored of a new, streamlined fantasy roleplaying
game system and decided to run it at a convention foolishly relying
on my cursory familiarity with the mechanics (including character
creation, when I usually rely on my own pregenerated characters).
L</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ike
the time someone had a complex board game requiring four players (at
least) and, after having us all help punch out </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
sort </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">all
the tokens, struggled collectively through the rulebook and turn
procedure...</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">only
to find we’d overlooked one player’s unique special ability
necessary to have any chance at winning. Like the time I joined a
convention wargame with which I had some familiarity only to find the
organizer and his friends had an incomplete understanding of the
system, were in fact missing an entire page of charts necessary for
combat resolution, didn’t have markers to indicate unit strength,
and were using a large battlefield strewn with too many units for the
game to smoothly handle. None of these experiences proved
entertaining for me, either as the host or a player.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">This
isn’t to say puzzling through a new game’s rules isn’t a valid
activity; that’s a game exercise of it’s own kind. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">It’s
one thing to try this with </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">patient,</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
gaming-savvy friends, but an entirely different process with those
unfamiliar with games (or a kind of game) or with little or no
experience with the adventure gaming hobby.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><span lang="en-US">This
process</span><strong><span lang="en-US"><span style="font-weight: normal;">
can </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">frustrate</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
folks </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">who</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
just want to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">learn</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
a new game from someone familiar with the rules and get on with
playing it. (Although I have encountered players who – regardless
of how well a host knows and explains the rules of a new game –
must thoroughly scrutinize the rulebook beforehand, often under the
assumption that, if the somewhat knowledgeable host gets a rule wrong
or forgets a rule, the host is intentionally </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">cheating</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.)</span></span></strong></p>
<p class="western"><span lang="en-US"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikf-kZDNmmmNIOnX5h3F98njarQ2HpSiZGJ9hhLS9m7KYOqFoMMlMsxjss6wnRcPKhGIuvlP6gW-NFpad4eeqDZF-J3LqJXvE86YvxErkaAJe-UGP38NC7mKb__31QJFEE5uhdS4kAv0NkgZdlOnUQXj_yGBCd4BaMYiazwvg3IUd3uFD4wV4b4yWCgwA/s600/Life%20Uh%20Finds%20A%20Way.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="600" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikf-kZDNmmmNIOnX5h3F98njarQ2HpSiZGJ9hhLS9m7KYOqFoMMlMsxjss6wnRcPKhGIuvlP6gW-NFpad4eeqDZF-J3LqJXvE86YvxErkaAJe-UGP38NC7mKb__31QJFEE5uhdS4kAv0NkgZdlOnUQXj_yGBCd4BaMYiazwvg3IUd3uFD4wV4b4yWCgwA/w154-h154/Life%20Uh%20Finds%20A%20Way.jpg" width="154" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Gamers, uh, find a way.</i></td></tr></tbody></table>At
the very basic level, to teach someone else the game we ourselves
must understand the game. A </span><span lang="en-US">good</span><span lang="en-US">
deal of this comes from reading the rules and examining the
components and how they all work together. But we have no substitute
for the knowledge and experience gained from playing the game, which
poses a paradox when we aren’t familiar enough to teach others to
play it in the first place. Yet game</span><span lang="en-US">r</span><span lang="en-US">s
will find a way. </span><span lang="en-US">Perhaps
wargamers are most familiar with the idea of solo pla</span><span lang="en-US">y
– </span><span lang="en-US">the
kind where you play against yourself as opponent – </span><span lang="en-US">as
a practical means of exploring aspects of a game. </span><span lang="en-US">Wargaming
</span><span lang="en-US">doyen
</span><span lang="en-US">James
Dunnigan summed it up best:</span></p>
<p class="western" style="background: transparent; margin-left: 0.5in; margin-right: 0.5in; orphans: 2; page-break-before: auto; widows: 2;"><strong><span style="text-decoration: none;">“<span style="font-weight: normal;">Playing
wargames solitaire is by far the favorite mode for most wargamers.
The most common reasons for playing solitaire are lack of an opponent
or preference to play without an opponent.... For those players who
do like to play with opponents, solitaire play is valued as a means
of perfecting tactics and techniques in a particular game that will
enhance the chances of success.” </span></span></strong>
</p>
<p class="western"><strong><span style="font-weight: normal;">Solitaire
play of this kind – as our own opponent – enables us to
test-drive a game by ourselves without having to teach anyone else
how to play. While this can provide a satisfying game experience on
its own, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">it
also</span></span></strong><strong><span style="font-weight: normal;">
proves an ideal way of learning </span></strong><strong><span style="font-weight: normal;">first
hand</span></strong><strong><span style="font-weight: normal;">
how a game works so we can teach others how to play based on our own
experience. </span></strong><strong><span style="font-weight: normal;">We
can take the time to consider moves, consult the rules, fumble
through turn phases, re-do turns or actions we mess up, and better
understand how all the components and procedures work together. </span></strong><strong><span style="font-weight: normal;">This
varies among game types, being a bit easier for board and card games,
board wargames, and even miniature wargames. Roleplaying games </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">seem</span></span></strong><strong><span style="font-weight: normal;">
a bit more challenging in this regard, but activities like creating
characters, </span></strong><strong><span style="font-weight: normal;">using
them to try out rules, and running some sample encounters, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">or
even an entire adventure, </span></span></strong><strong><span style="font-weight: normal;">can
go a long way </span></strong><strong><span style="font-weight: normal;">toward
a greater understanding of game mechanics. </span></strong><strong><span style="font-weight: normal;">Cooperative
games with solitaire mode </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">remain
ideal for this kind of learning, as they have a built-in capacity for
solo play; although, one might argue, they’re probably the easiest
to figure out the rules collectively as a group, since everyone’s
working together.</span></span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNuOLOxG0t_fhei6DkA84teAZZJgli38JkHUBBFma9aY487EJx8anNRoadzY-Fjp2gue94k65Fg3JUq6pLs9rDeUNT_kQwdDURfetM2iMkMRexA7vO6mb_fy-G581NItf92GbtszWrppFtFY7Jvf5Hq8JrMtIDBQgRTMoQsRj4W6DImioq82MYjNgXZSA/s476/Watch%20It%20Played%20logo.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="210" data-original-width="476" height="88" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNuOLOxG0t_fhei6DkA84teAZZJgli38JkHUBBFma9aY487EJx8anNRoadzY-Fjp2gue94k65Fg3JUq6pLs9rDeUNT_kQwdDURfetM2iMkMRexA7vO6mb_fy-G581NItf92GbtszWrppFtFY7Jvf5Hq8JrMtIDBQgRTMoQsRj4W6DImioq82MYjNgXZSA/w200-h88/Watch%20It%20Played%20logo.png" width="200" /></a></div>In
this Internet Age we <span lang="en-US">also</span><span lang="en-US">
have plenty of resources to help us learn games beforehand and to
teach them to others, most notably “how to play” videos like
those from the affable <a href="https://www.youtube.com/user/watchitplayed" target="_blank">Watch It Played</a> folks. (And I’ll confess to
searching for such videos before deciding to purchase games about
whose mechanics, themes, and play style I know little.)</span><p></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Teaching
folks a new game is like </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">hosting
a social gathering </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">(and
often I’ll use the term “host” in place of “referee” or
“gamemaster”) The paradigm of “host” helps attune ourselves
to the importance of preparation when teaching others a new game.
When we host a social gathering we have plenty on our checklist to
prepare: tidy and clean the house, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">plan
a menu, buy snacks, </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">line
up potential entertainment or activities. We also approach it with an
eye toward </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">gracious</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
hospitality, doing our best to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">take
care of</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
all guests </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
make sure they</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
feel comfortable </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
welcome.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">It’s
easy to let our enthusiasm to bring a new game to the table override
the need to fully understand it to teach others how to play. Some in
the adventure gaming hobby still express a stigma about playing games
solitaire, especially those meant for multiple players. Using all the
tools to </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">prepare
ourselves to teach a new game can help contribute to a more positive
experience for newcomers, especially non-gamers, and make it more
likely they’ll come back for more.</span></span></strong></p>
<p align="center" class="western"><strong><span style="text-decoration: none;">“<span style="font-size: large;"><i>Tell
me and I forget. Teach me and I remember. Involve me and I learn.”</i></span></span></strong></p>
<p align="right" class="western"><strong><span style="text-decoration: none;">–
<span style="font-size: large;"><span lang="en-US">Benjamin
Franklin</span></span></span></strong></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-16209478334613851232023-08-15T15:47:00.019-04:002023-08-15T15:47:00.134-04:00Reflecting on Our Game Experience<p align="center" class="western"><strong>“<span style="font-size: large;"><i>We
do not learn from experience...we learn from reflecting on
experience.”</i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;">John
Dewey</span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiel_l6vrGHh14xD7N8-JiA10O9SsOKBLj79gtXdF4QlvWo-OxRla3s-_VqEygPXTUVpq0uv30hyLmMXwYgKJ0PUJhuzXroITLHKImRLvLUHinLM56F4zmybN33USmS35iKvLe_I-Kn2favTgzmaWVujxpAb4TdXZWZT8dDPDTjolpzn79tOGQlNvpDDis/s1280/Meditation%20Mossy%20Statue.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1280" data-original-width="960" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiel_l6vrGHh14xD7N8-JiA10O9SsOKBLj79gtXdF4QlvWo-OxRla3s-_VqEygPXTUVpq0uv30hyLmMXwYgKJ0PUJhuzXroITLHKImRLvLUHinLM56F4zmybN33USmS35iKvLe_I-Kn2favTgzmaWVujxpAb4TdXZWZT8dDPDTjolpzn79tOGQlNvpDDis/s320/Meditation%20Mossy%20Statue.jpg" width="240" /></a></div>W<span lang="en-US">e
can learn a lot from games if we take the time to look beyond the
mere momentary entertainment they offer. Like real life, we often
finish a game, make some cursory judgments about whether we liked it,
and then head home to our daily toils, temporarily restored by some
brief </span><span lang="en-US">respite</span><span lang="en-US">
of play. </span><span lang="en-US">Too
often it seems we stumble through life like this, careening from one
crisis to another on various fronts (home, work, school, friends),
muddling through the tedious daily grind, and finding passing relief
in our hobby interests before succumbing to sleep, all while rarely
taking time to look back at our experiences, reflecting on them to
see what we might learn, what we might change as we move forward.
Games, especially those we play for some educational value (however
shallow), can help teach us to analyze an experience, reflecting on
what we hated and liked, how our choices affected the game, how we
interacted with other players, and what we might do next time to
achieve a more favorable outcome. </span><span lang="en-US">Reflecting
on the play experience remains a paramount exercise when using games
for learning, in both formal settings and in our own casual gaming.</span><p></p>
<span><a name='more'></a></span><p class="western"><span lang="en-US">Games
are social activities</span><span lang="en-US">.
We gather around the table, often with drinks, snacks, or even a
meal. Someone teaches the game, or we collectively </span><span lang="en-US">figure
out</span><span lang="en-US">
how to play (a “game” in itself), </span><span lang="en-US">o</span><span lang="en-US">r
we simply set up and get started thanks to prior familiarity with the
rules </span><span lang="en-US">(and
a few refresher questions)</span><span lang="en-US">.
</span><span lang="en-US">We
interact over the game components, sometimes “out of character”
and often immersed in the </span><span lang="en-US">imaginary
</span><span lang="en-US">world
and challenges the game presents. </span><span lang="en-US">Maybe
we play a few rounds, perhaps just one game (especially if it’s a
long one); but ultimately we pack up and move on with our day.
Sometimes exceptional conditions prevail – good friends, plenty of
time, some remarkable gameplay – to encourage us to kick back after
a game and revisit it, talking about highlights, particular
obstacles, rules that worked really well (or didn’t), </span><span lang="en-US">how
we might change our personal strategies or even the rules themselves
in future games, </span><span lang="en-US">and
otherwise prolong a positive experience by reliving it in shared
conversation.</span></p>
<p class="western"><span lang="en-US">H</span><span lang="en-US">ow
many times have we all done that? </span><span lang="en-US">After
playing that huge convention wargame </span><span lang="en-US">we
talk about the game as we all help the host pack away </span><span lang="en-US">figures</span><span lang="en-US">
and terrain. </span><span lang="en-US">We
finish the latest board game and talk about the rules (did we get
them right?) or how we might pursue different strategies next time.
We bask in our triumphs and defeats over collectible card games,
thinking about whether we want to buy a few more booster packs to
improve our chances in future games. We think about lessons learned
from our mistakes in minis games like X-wing and </span><span lang="en-US"><i>Star
Wars: Armada</i></span><span lang="en-US">
(though some of us still don’t learn how not to accidentally ram
into other starships).</span><span lang="en-US">
</span><span lang="en-US">We
watch how other players acted, what strategies they pursued, and see
if they might suit us in future games. </span><span lang="en-US">Most
roleplaying game sessions I ran for friends – regardless of the
game – ended with half an hour, if not several hours, of hanging
out afterward talking about what happened in the game, what various
revelations meant, and how their characters would act going forward.</span><span lang="en-US">
A</span><span lang="en-US">s
game designers, how often do we finish a playtest session, then talk
with the participants about what worked and didn’t, how comfortable
they were with the rules, how they felt at various points in the
game?</span></p>
<p class="western"><span lang="en-US"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHhjtxzti1xWmxXDotIn_9f7pWA9_lOJgyowj3Gqx1e0-kgnVWB8EoSUHAm5BBBgyjyqnKCbOjvX2mHDtVp_tdsx8OhlSfXdqvfuSh6dIxrq723Zgdg4_0QKf7cByLKIJQIwDgQLRUcJvvDTyWrwvlhcLmhTrzcWD8csxBIFlId3DeZC8kR3qXWuboXiU/s450/Rebel%20Briefing.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="331" data-original-width="450" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHhjtxzti1xWmxXDotIn_9f7pWA9_lOJgyowj3Gqx1e0-kgnVWB8EoSUHAm5BBBgyjyqnKCbOjvX2mHDtVp_tdsx8OhlSfXdqvfuSh6dIxrq723Zgdg4_0QKf7cByLKIJQIwDgQLRUcJvvDTyWrwvlhcLmhTrzcWD8csxBIFlId3DeZC8kR3qXWuboXiU/s320/Rebel%20Briefing.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>This is not the briefing<br />you're looking for.</i></td></tr></tbody></table>P</span><span lang="en-US">rofessional
military wargames </span><span lang="en-US">include</span><span lang="en-US">
this kind of post-game reflection as part of the learning experience.
</span><span lang="en-US">D</span><span lang="en-US">iscussion
often focus</span><span lang="en-US">es</span><span lang="en-US">
on the elements of the simulation/game (what we’d call assumptions
about set-up and rules) or on the strategies employed during gameplay
(as well as problems encountered)...or on both, with an eye toward
improving the simulation experience and the knowledge participants
gain from engaging with the exercise.</span><span lang="en-US">
I</span><span lang="en-US">n
many instances it’s often more important than the game, though it
cannot occur without a game (or exercise, le</span><span lang="en-US">s</span><span lang="en-US">t
it sound unprofessional). </span><span lang="en-US">Those
in the p</span>rofessional
military wargaming
community call
this
essential after-action discussion
the “hot wash up” (a
term originally referring to a quick <span lang="en-US">cleaning</span>
method for <span lang="en-US">firearms</span>
after use)...but to us
mundanes the
term
“debriefing”
works just as well.</p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">Reflection
remains essential to learning from our experiences </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">in
any </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">educational
context, young or old, professional or amateur, in school or in the
workplace. I</span></span></strong><strong><span style="font-weight: normal;">n
his essay </span></strong><strong><span style="font-weight: normal;"><a href="https://www.playthepast.org/?p=302" target="_blank">“</a></span></strong><strong><span style="font-weight: normal;"><a href="https://www.playthepast.org/?p=302" target="_blank">The
Unexamined Game Is Not Worth Playing”</a> </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">h</span></span></strong><strong><span style="font-weight: normal;">istory
educator and game advocate <a href="https://gamingthepast.net" target="_blank">Jeremia</a></span></strong><strong><span style="font-weight: normal;"><a href="https://gamingthepast.net" target="_blank">h</a></span></strong><strong><span style="font-weight: normal;"><a href="https://gamingthepast.net" target="_blank">
McCall</a> </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">discusses</span></span></strong><strong><span style="font-weight: normal;">
how games can help students learn to think critically with a
teacher’s guidance in reflecting on the experience. It’s </span></strong><strong><span style="font-weight: normal;">worth
a read and still extremely relevant to discussions of games and
education despite its publication more than a decade ago. </span></strong><strong><span style="font-weight: normal;">He,
too, focuses on the importance of post-play </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">analysis:</span></span></strong></p>
<p class="western" style="background: transparent; margin-left: 0.5in; margin-right: 0.5in; orphans: 2; widows: 2;"><em><span style="font-style: normal;"><span style="font-weight: normal;">Simulation
games are models, and representations, of no particular value for
deep learning unless they are reflected upon, dissected and analyzed</span></span></em><strong><span style="font-style: normal;"><span style="font-weight: normal;">.
In a very real sense, this is the primary goal of teachers, to get
their students to pause, analyze, use, and reflect what they would
otherwise have happily scanned and passed by. </span></span></strong>
</p>
<p class="western"><strong><span style="font-weight: normal;">Alas,
</span></strong><strong><span style="font-weight: normal;">games
as learning tools have received little traction in secondary
education and nearly none in elementary education, though more at the
collegiate level </span></strong><strong><span style="font-weight: normal;">(a
subject I’ll probably revisit and expound upon in the future);
</span></strong><strong><span style="font-weight: normal;">hence</span></strong><strong><span style="font-weight: normal;">
I hold such games-for-learning advocates </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">like</span></span></strong><strong><span style="font-weight: normal;">
<a href="https://gamingthepast.net" target="_blank">McCall</a>, <a href="https://scottnicholson.com" target="_blank">Professor Scott Nicholson</a>, </span></strong><strong><span style="font-weight: normal;">and
<a href="https://hishgraphics.com/category/teaching/" target="_blank">Khairul Hisham</a></span></strong><strong><span style="font-weight: normal;">
in high regard.</span></strong></p>
<p class="western"><span lang="en-US">G</span><span lang="en-US">ames
often reflect life. How many times have we wanted to get together to
play games with friends and not found any time in our hectic
schedules? </span><span lang="en-US">I</span><strong><span style="font-weight: normal;">n
our busy modern society we never seem to have enough time...and
certainly not time to calm down and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">think
about</span></span></strong><strong><span style="font-weight: normal;">
what we’ve experienced, let alone learn from those reflections.
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">A</span></span></strong><strong><span style="font-weight: normal;">fter
a long day at school or work folks don’t want to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">reflect
on</span></span></strong><strong><span style="font-weight: normal;">
the most recent tedium or trials, they want to decompress and find
respite in their leisure pursuits (for some of us it means games).
</span></strong><strong><span style="font-weight: normal;">But games
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">aren’t
simply</span></span></strong><strong><span style="font-weight: normal;">
escapist entertainment.</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">They</span></span></strong><strong><span style="font-weight: normal;">
can inform our real-life experiences. Taking time to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">discuss</span></span></strong><strong><span style="font-weight: normal;">
what we do at the game table reminds us to take time to reflect on
other </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">events</span></span></strong><strong><span style="font-weight: normal;">
in our everyday lives; experiences from which we might learn how to
better overcome challenges, work with others, and become more
positive people, among many other improvements to our lives and the
lives of those around us.</span></strong></p>
<p align="center" class="western"><strong><span style="text-decoration: none;">“<span style="font-size: large;"><span lang="en-US"><i>T</i></span></span></span></strong><strong><span style="font-size: large;"><i>he
unexamined life is not worth living.” </i></span></strong>
</p>
<p align="right" class="western"><strong>– </strong><strong><span style="font-size: large;">Socrates</span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com2tag:blogger.com,1999:blog-8333965379660280891.post-23369134331701281722023-08-08T15:29:00.000-04:002023-08-08T15:29:51.450-04:00Summertime Gaming<p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; font-weight: normal;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGLfBsZwhoGww-0wgLocGTM-4UFPzhesSlSteM3MM4SVz2WWIe95EioUW4-lSFILuMj4fEKkjTlT2lOPMedrcwzLYlKmXHdvSbkfQGcvvCyX7c-12_EbC359x2Fo1rtvTMZSzXnHPazrzuu1bBCjJ-ZYXsGIxBsYSKirw5eYJH8zbwBin7FxERhAFOtA/s1330/2305%20Drewrys%20Bluff%20B.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="920" data-original-width="1330" height="138" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGLfBsZwhoGww-0wgLocGTM-4UFPzhesSlSteM3MM4SVz2WWIe95EioUW4-lSFILuMj4fEKkjTlT2lOPMedrcwzLYlKmXHdvSbkfQGcvvCyX7c-12_EbC359x2Fo1rtvTMZSzXnHPazrzuu1bBCjJ-ZYXsGIxBsYSKirw5eYJH8zbwBin7FxERhAFOtA/w200-h138/2305%20Drewrys%20Bluff%20B.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Cannon at Drewry's Bluff.</i></td></tr></tbody></table>My son’s
school year <span lang="en-US">begins</span>
tomorrow, an early start that puts an end to the carefree days of
summer. I don’t get as much done since I’m busy with yard duties,
household
projects,
and <span lang="en-US">entertaining
my son</span>
with a weekly day trip and other diversions. We’re both looking
forward to getting back into some kind of somewhat productive
routine. We found some opportunities for gaming during the summer,
with some <span lang="en-US">engaging</span>
<span lang="en-US">games</span>
we really enjoyed. I’m
hoping we can sustain our gaming momentum into the more structured
part of the year as I tempt him with themes that interest him.</p>
<span><a name='more'></a></span><p class="western"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv5mi5nJHuLJDZu_PBJcbxbZCDg4bFHIVPpvN86k-GB_cNiyxk0Za6erLgurNhoJgPGXp-4oHDlR6IAV8fNWl5sKfDw7k6uzeRH9jIVmRTthoOqR5P3eJXZfzIxOsfFzFMZeKbk0Apsr92jnoBbEg-rbverDBGTTJNCg129wOg_M7ua68JHQXVZutGxb0/s1500/2307%20NASM%20P1.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="887" data-original-width="1500" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv5mi5nJHuLJDZu_PBJcbxbZCDg4bFHIVPpvN86k-GB_cNiyxk0Za6erLgurNhoJgPGXp-4oHDlR6IAV8fNWl5sKfDw7k6uzeRH9jIVmRTthoOqR5P3eJXZfzIxOsfFzFMZeKbk0Apsr92jnoBbEg-rbverDBGTTJNCg129wOg_M7ua68JHQXVZutGxb0/s320/2307%20NASM%20P1.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>I always love seeing the <br />Grumman Goose at the NASM.</i></td></tr></tbody></table>We
started our summer with a family trip to the Champlain Valley:
staying in Brandon, VT, where my grandmother retired for so many
years; visiting historical sites like <a href="https://www.fortticonderoga.org" target="_blank">Fort Ticonderoga</a>, Mount
Defiance, and the fortifications at <a href="https://parks.ny.gov/historic-sites/crownpoint/details.aspx" target="_blank">Crown Point</a> (feeding into our
interest in the French and Indian War and the American War of
Independence); riding
on the <a href="https://www.forttiferry.com" target="_blank">Fort Ticonderoga ferry</a>; <a href="https://www.northshire.com" target="_blank">shopping</a>
in picturesque Manchester, VT (and buying too many books); and all of
it accompanied by my brother, my son’s favorite uncle, turning the
trip into an extended family visit. The rest of the summer my son and
I took our weekly day trips to get out of the house, treks to
familiar haunts and new sites like the <a href="https://airandspace.si.edu/visit/udvar-hazy-center" target="_blank">National Air and Space Museum Udvar-Hazy Center</a>, the <a href="https://www.usmcmuseum.com" target="_blank">National Museum of the Marine Corps</a>,
<a href="https://www.nps.gov/frsp/index.htm" target="_blank">Fredericksburg </a>and <a href="https://www.nps.gov/mana/index.htm" target="_blank">Manassas </a>Battlefields, Drewry’s Bluff, and
various used book stores, collectibles shops, and game stores. The
last weekend before school started we had one final flurry of summer
activity: a visit to the <a href="https://www.frontiermuseum.org" target="_blank">Frontier Culture Museum</a> in Staunton, VA
(along with a stop at <a href="https://www.medievalfantasiesco.com" target="_blank">The Medieval Fantasies Company</a> <span lang="en-US">shop</span>
and <a href="http://www.thedragonshoard.com" target="_blank">The Dragon’s Hoard</a> game <span lang="en-US">store</span>);
a day at a local community tag sale; and a <span lang="en-US">quick
visit to</span>
a longtime friend and his son (we played analog games and talked
while the kids plugged into <i>Starcraft
II</i>...).</p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBAHaj-F-g694YXRAQp1yOQOD1b2VAPPXbSdIidMp_5jW_3fxZpYB5tnM4OZDwhEU2HbG9nwtxRyfoiHXIJuXb9y7uKTUhwXgskzaUL1daSkZwVbC2aeSyMVCNVRptLthSWf9sJblO8tcxC8E1M5fczYtinz1zySgjBRIZ6QwmOcXxbJ-liCxWsHD6gkU/s1042/Star%20Wars%20Armada%20CW.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="710" data-original-width="1042" height="218" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBAHaj-F-g694YXRAQp1yOQOD1b2VAPPXbSdIidMp_5jW_3fxZpYB5tnM4OZDwhEU2HbG9nwtxRyfoiHXIJuXb9y7uKTUhwXgskzaUL1daSkZwVbC2aeSyMVCNVRptLthSWf9sJblO8tcxC8E1M5fczYtinz1zySgjBRIZ6QwmOcXxbJ-liCxWsHD6gkU/s320/Star%20Wars%20Armada%20CW.jpg" width="320" /></a></div>One of
my goals this summer was to sit down with my son after lunch and play
a game. We didn’t manage to do this every day we were home, but we
gamed quite a bit. Our
gaming got off to an early start at the Richmond <span lang="en-US">Open</span>
in early May (technically before summer vacation),
where I ran a game of <i><a href="https://www.wargamevault.com/product/184081/Panzer-Kids-Deluxe" target="_blank">Panzer Kids</a></i>
and picked up the beginnings of our <i>Star
Wars: Armada</i>
fleets. After <span lang="en-US">ordering</span>
the Clone Wars-era starter sets from <a href="https://www.nobleknight.com" target="_blank">Noble Knight Games</a> shortly
thereafter, we started <a href="http://hobbygamesrecce.blogspot.com/2023/06/summer-star-wars-games.html" target="_blank">battling it out on the starfield mat</a> on the
wargaming table. It
took us several games to fully comprehend the rules, particularly
additions to the original <i>Armada</i>
game (which we hadn’t played in a while). We
both frequently forgot about various upgrades to our forces, a
liability in these kinds of games (like the X-wing miniatures game
and <i>Star
Trek Attack Wing</i>).
But we enjoyed ourselves deploying
our capital ships, maneuvering our fighter squadrons, and me,
inevitably, accidentally
ramming
into other ships.<p></p>
<p class="western"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmh7w_LBcIhhgROJeEJ0biCFXvmh8BbXCzRTIY_SDL1s9spZcjiA8F1H_V4wAGPg3IuU-qy7cFj_oBe1BCbgQvjuAaTnNZPg3qZ9casuT7iW--QE3JhU-i2npI3DlUIqxWvmOq0yYz4nR53jTILrCh9Li2Hq5OyxKOeJ1s6EqXmK2LyTAZxUquieflZE/s1500/Air%20Land%20and%20Sea.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1500" data-original-width="1078" height="138" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmh7w_LBcIhhgROJeEJ0biCFXvmh8BbXCzRTIY_SDL1s9spZcjiA8F1H_V4wAGPg3IuU-qy7cFj_oBe1BCbgQvjuAaTnNZPg3qZ9casuT7iW--QE3JhU-i2npI3DlUIqxWvmOq0yYz4nR53jTILrCh9Li2Hq5OyxKOeJ1s6EqXmK2LyTAZxUquieflZE/w99-h138/Air%20Land%20and%20Sea.jpg" width="99" /></a></div>The
surprise hit of the summer was <i>Air,
Land, & Sea</i>,
a quick military themed card game with some depth and complex <span lang="en-US">player
choices</span>.
Much of the allure <span lang="en-US">for</span>
my son was the “quick” part – <span lang="en-US">game
time</span>
<span lang="en-US">runs
around 2</span>0
minutes, so he could get back to playing <i>Roblox</i>
– but he
like<span lang="en-US">d</span>
the World War II style artwork and swiftly grasped not only the
mechanics but the advantageous strategies. At first I won a few
rounds, but now, despite my earnest efforts, he handily beats me most
games (<span lang="en-US">another</span>
reason he like it).<p></p>
<p class="western"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH_eAjMhG8aNFUNWJs4sqYleQMNqPP9HdXTtdLpcJ-8dsYjNM2Yh6AXepintLsosM4n4Sw-qh4ywuYRRLxlMc_WjB1sc0716N1rk6etN5xPf8RY6wcpsVDMfquSXxZCqpuxMuuJjUJkIvGl6anUmwwLEVHfPopSPZ8rj437k2kpfKCqyAcwUA0Qary9zw/s1000/Fighters%20of%20the%20Pacific.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="560" data-original-width="1000" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH_eAjMhG8aNFUNWJs4sqYleQMNqPP9HdXTtdLpcJ-8dsYjNM2Yh6AXepintLsosM4n4Sw-qh4ywuYRRLxlMc_WjB1sc0716N1rk6etN5xPf8RY6wcpsVDMfquSXxZCqpuxMuuJjUJkIvGl6anUmwwLEVHfPopSPZ8rj437k2kpfKCqyAcwUA0Qary9zw/w200-h112/Fighters%20of%20the%20Pacific.jpg" width="200" /></a></div>We
managed a few other games over the summer, most notably <i>Fighters
of the Pacific</i>,
which I really liked. Very much like aerial chess. After <span lang="en-US">playing
it</span>
against myself once to learn the rules, I <span lang="en-US">invited</span>
my son to
try...he
handily shot down all
my Wildcats
losing only half of his A6M Zeroes. I’m
hoping to bring this to the table again as I dream of bringing back
some regular weekly gaming to our schedule.<p></p>
<p class="western"><strong><span style="font-weight: normal;">I did
find some time for my own solitaire gaming </span></strong><strong><span style="font-weight: normal;">beyond</span></strong><strong><span style="font-weight: normal;">
the learning session for </span></strong><strong><i><span style="font-weight: normal;">Fighters
of the Pacific. </span></i></strong><strong><span style="font-weight: normal;">I
spent a few nights</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">playing
a used copy of </span></strong><strong><i><span style="font-weight: normal;">Agricola</span></i></strong><strong><span style="font-weight: normal;">
I found for a</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
very good price. And I <a href="http://hobbygamesrecce.blogspot.com/2023/07/a-tale-of-two-alien-games.html" target="_blank">ran </a></span></span></strong><strong><span style="font-weight: normal;"><a href="http://hobbygamesrecce.blogspot.com/2023/07/a-tale-of-two-alien-games.html" target="_blank">a
number of scenarios</a> in </span></strong><strong><i><span style="font-weight: normal;">Aliens:
Another Glorious Day in the Corps</span></i></strong><strong><span style="font-weight: normal;">,
which I highlighted earlier.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Although
we didn’t get to some games I’d hope to play over the summer, our
past exploits and my future aspirations intersect with some
enticingly themed games to propose to my son. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
am eager to capitalize on his </span></span></strong><strong><span style="font-weight: normal;">interest
in </span></strong><strong><i><span style="font-weight: normal;">Star
Wars: The Clone Wars:</span></i></strong><strong><span style="font-weight: normal;">
I’ll use some figures I painted years ago to have him help me
playtest </span></strong><strong><span style="font-weight: normal;">my
revised skirmish rules; </span></strong><strong><span style="font-weight: normal;">I’m
hoping to get </span></strong><strong><i><span style="font-weight: normal;">Star
Wars: The Clone Wars </span></i></strong><strong><span style="font-weight: normal;">game
using the</span></strong><strong><i><span style="font-weight: normal;">
Pandemic </span></i></strong><strong><span style="font-weight: normal;">system</span></strong><strong><span style="font-weight: normal;">;
</span></strong><strong><span style="font-weight: normal;">not to
mention purchasing more </span></strong><strong><i><span style="font-weight: normal;">Star
Wars: Armada</span></i></strong><strong><span style="font-weight: normal;">
ships for our fleets. </span></strong><strong><span style="font-weight: normal;">I’m
also hoping he’ll help me run some World War II </span></strong><strong><i><span style="font-weight: normal;">Gridded
Naval Wargames</span></i></strong><strong><span style="font-weight: normal;">
scenarios I’ve prepped for an upcoming wargaming convention. </span></strong><strong><span style="font-weight: normal;">I
wouldn’t mind playing some games tied to our summer vacation to
Lake Champlain – I have several games </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">by</span></span></strong><strong><span style="font-weight: normal;">
<a href="https://www.youtube.com/@BillsHistoricSites-ip3su" target="_blank">Bill Molyneaux</a> about the French and Indian War – but I don’t want
to push my luck too </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">much</span></span></strong><strong><span style="font-weight: normal;">.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I still
have gaming aspirations despite the loss of summertime leisure time.
I still have dwindling hopes we can re-establish some kind of family
game night during our weekly routine, though I suspect I’ll be
lucky to just get my son playing a short game on weekends. </span></strong><strong><span style="font-weight: normal;">I
keep hoping in vain for a gaming program at the local library or
museum, but I fear I live in an area whose population is quite
indifferent to such pursuits. (We’ll give the library’s family
game night a try later this month, but I don’t have high hopes.)
The nearest retailer with any open gaming is 35 minutes away, and the
next one is 60 minutes. Our town has a sad history of game/comic
shops opening, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">stumbling
along for a while</span></span></strong><strong><span style="font-weight: normal;">,
and then evaporating overnight after only a year or two.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">So
tomorrow it’s back to school and back to routine, with any
semblance of summertime activities relegated to the increasingly
sweltering weekends (when we’re not having crazy storms). </span></strong><strong><span style="font-weight: normal;">No
doubt my son will remain possessive of his free time for Roblox play,
but I’m hoping I can entice him back to the game table with more
regularity throughout the year.</span></strong></p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-19875270848185134922023-08-01T15:14:00.001-04:002023-08-01T15:14:00.138-04:00Design Choice: Rumors<p style="text-align: center;"> <strong>“<span style="font-size: 18pt;"><i><b>Gossip
is what no one claims to like, but everybody enjoys.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><b>Joseph
Conrad<br />
</b></span></strong><br />
</p>
<p class="western"><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;"></span></span></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ06K80wtmhgml2JdxDCngTL_Axczr9JpbXXzsDHzPWvQvixWx1u8HHwl2ctvF2CWdGjIVoK2_GitqUL8Ss6mt7ZFyYX0BXu3K8vSKdE1VXqo7AGqZGTQywVcatOgJbdsQooQnh9GgRZ71wsoAZk-4PnIheD59k5b5XWW5NX6RkFJyopHGTduM8v_BI-k/s880/Monk%20Writing.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="880" data-original-width="650" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ06K80wtmhgml2JdxDCngTL_Axczr9JpbXXzsDHzPWvQvixWx1u8HHwl2ctvF2CWdGjIVoK2_GitqUL8Ss6mt7ZFyYX0BXu3K8vSKdE1VXqo7AGqZGTQywVcatOgJbdsQooQnh9GgRZ71wsoAZk-4PnIheD59k5b5XWW5NX6RkFJyopHGTduM8v_BI-k/w148-h200/Monk%20Writing.jpg" width="148" /></a></strong></div><strong>I’m
working in fits and </strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">starts</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
developing my </span></span></span></strong><strong><span lang="en-US"><i><span style="text-decoration: none;"><span style="font-weight: normal;">Mage-Blight
Hills</span></span></i></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
fantasy roleplaying game setting (system-</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">neutral</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">)
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">and
making various design decisions in both what I develop and how. </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">I’ve
decided, for a number of reasons, to write</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
to the page, working within the layout to keep my writing on each
setting element concise. </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">I</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">t
also helps me manage my own perception of how much I’ve completed.
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">C</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">ompartmentaliz</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">ing</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">my
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">work
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">helps
me focus. </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">Nothing
seems so discouraging as looking at the existing page count and
realizing how far one has to go; but when I </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">finish</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
a one-, two-, or even four-page section on a particular location,
person, or concept, I gain some small sense of accomplishment. </span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">It
forces me to work to make sure every aspect of the setting I write
about has the most important and useful information. This</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">
</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">work/</span></span></span></strong><strong><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;">design
choice caused me to re-think how I present and use an important
element of many settings: rumors.</span></span></span></strong><p></p>
<p class="western" style="font-weight: normal; text-decoration: none;"></p>
<p class="western"><span lang="en-US"><span style="text-decoration: none;"><span style="font-weight: normal;"></span></span></span></p><a name='more'></a>When
we think of rumors in roleplaying games we don’t always consider
how imperfect information affect our own lives every day. Do we get
wound up in the office gossip? How does that affect how we interact
with others? Do we hear about an interesting place to visit or event
to experience, only to have it prove different from our expectations
as formed by imperfect information? Does one person’s impression of
something match our own views once we explore that issues for
ourselves? <span lang="en-US"><span style="text-decoration: none;">Perhaps
the most telling of our current Internet Age: is that developing
story you saw online really true, and if so, how accurate is it?
</span></span><span lang="en-US"><span style="text-decoration: none;">These
aren’t usually </span></span><span lang="en-US"><span style="text-decoration: none;">as
adventuresome as rumors in roleplaying games; </span></span><span lang="en-US"><span style="text-decoration: none;">but
looking at how we seek out information, evaluate its relevance and
source, and discover its veracity through our own experiences mirrors
the </span></span><span lang="en-US"><span style="text-decoration: none;">in-game
</span></span><span lang="en-US"><span style="text-decoration: none;">process.
</span></span><span lang="en-US"><span style="text-decoration: none;">Characters
</span></span><span lang="en-US"><span style="text-decoration: none;">adventuring
in </span></span><span lang="en-US"><span style="text-decoration: none;">a
setting interact with inhabitants looking for information about a
specific topic (usually associated with an adventure or quest); they
judge whether the source is trustworthy and act on the rumor
accordingly, discovering on their own whether it was true (and if it
wasn’t, whether their source intentionally misled them...and why).</span></span><p></p>
<p class="western" style="font-weight: normal; text-decoration: none;"><strong><span lang="en-US"><span style="font-weight: normal;"></span></span></strong></p><div class="separator" style="clear: both; text-align: center;"><strong><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUAYHUeVs2Y9S3XW3cgRQ1E5ySsV7A5BUQ7AbM4SanMc1NaMS86R2Oks__girs_q1fMDpHKHTFziiOJ-3lpH4HoyDx-0R-2YQ396q3IfFHhaM4-pgkd4VyDa4BH4Lc-OvNzt1GoxDlpnTugIPq46bQMWvrX_DEG_Iuq_uw1XICapPJJ2bcNnAsaHw5PV8/s591/B2%20Keep%20Borderlands.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="591" data-original-width="457" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUAYHUeVs2Y9S3XW3cgRQ1E5ySsV7A5BUQ7AbM4SanMc1NaMS86R2Oks__girs_q1fMDpHKHTFziiOJ-3lpH4HoyDx-0R-2YQ396q3IfFHhaM4-pgkd4VyDa4BH4Lc-OvNzt1GoxDlpnTugIPq46bQMWvrX_DEG_Iuq_uw1XICapPJJ2bcNnAsaHw5PV8/w154-h200/B2%20Keep%20Borderlands.jpg" width="154" /></a></strong></div><strong>I’ve
<a href="https://hobbygamesrecce.blogspot.com/2022/06/rumors-in-gm-toolkit.html" target="_blank">written </a></strong><strong><span lang="en-US"><span style="font-weight: normal;"><a href="https://hobbygamesrecce.blogspot.com/2022/06/rumors-in-gm-toolkit.html" target="_blank">before</a>
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">about
how rumors </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">can
work as part of the gamemaster tool set. Rumors played a part in some
of the earliest fantasy roleplaying game adventures. Gary Gygax
included a rumors table in the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Basic
Dungeons & Dragons</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
module </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">B2
The Keep on the Borderlands</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">,
the one packaged in every </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Basic
D&D</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
boxed set. Some of them (I’m looking at you, “bree-yark” means
“we surrender”) remain infamous bits of </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">D&D</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
lore. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">But
they’re not simply some </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">quickie
tidbits</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
to throw into a scenario </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">for
color</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">They
reflect the setting from within.</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">A</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">mid
all the gamemaster-only information about a setting or adventure,
rumors offer insight about what the inhabitant</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">s</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
believe about their world </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">and
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">what
they want characters to know. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">People</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
sharing rumors</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
speak to the characters themselves, in-setting, with useful
information to inspire or guide them (or lead them astray, as the
case may be).</span></span></strong><p></p>
<p class="western" style="font-weight: normal; text-decoration: none;"><strong><span lang="en-US"><span style="font-weight: normal;">Setting
sourcebooks cram lots of information, describing the game world, or
even part of it, from the ground up. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">My
approach – limiting myself to a few pages for each setting aspect I
cover – limits my word count and forces me to not only use concise
language but to convey key concepts, often leaving aside other
tidbits that don’t contribute to the essential core. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">W</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">riting
about what the inhabitants believe about a subject, true or false,
takes more words than I’d like. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">R</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">umors
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">can</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
succinctly impart information about a subject as the setting
inhabitants see it. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I’ve
found tables, random or otherwise, as useful tools to present
information gamemasters can easily peruse for ideas. Rumor tables
nestled within their related subject text provide a succinct rundown
of the numerous ways the locals interpret “facts” known to the
all-seeing gamemaster.</span></span></strong></p>
<p class="western"><strong><span lang="en-US"><span style="font-weight: normal;">I</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">f
I drop all those in-universe perspectives into a rumor table, I not
only provide some commentary on what those living there think, I
offer gamemasters, and even inquisitive characters, some inspiration
on where they can go and what they might do in my fantasy realm.
</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Every
rumor is a possibility. A possible course of exploration and
adventure for characters. A possible reality for the setting the
gamemaster can implement (or ignore as simple falsehood). </span></span></strong><strong><span style="font-weight: normal;">Is
this rumor true? Is it one a gamemaster wants to further develop as a
notable element of the setting? Do the characters want to explore it
to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ascertain</span></span></strong><strong><span style="font-weight: normal;">
its truth? </span></strong><strong><span style="font-weight: normal;">The
rumor list provides a </span></strong><strong><span style="font-weight: normal;">menu
of options to select...or </span></strong><strong><span style="font-weight: normal;">to
</span></strong><strong><span style="font-weight: normal;">dump on
characters to see which ones attract their interest for future
adventures.</span></strong></p>
<p class="western"><span style="font-family: inherit;"><strong><span style="font-weight: normal;">Here’s
a sample from a section on the </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">principle</span></span></strong><strong><span style="font-weight: normal;">
town for the region </span></strong><strong><span style="font-weight: normal;">bordering
the wild Mage-Blight H</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">ills,
Dunstor. The main gate houses the Watch, an officially sanctioned
gang of bullies led by Sergeant Zacallo who guard the gate, hassle
those passing through, and generally abuse their authority:</span></span></strong></span></p>
<p class="western" style="line-height: 115%;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>Mud</b><b>dy
Gate</b><b> Rumors</b></span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; break-before: auto; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>1</b> Coins
collected as tariffs, bribes, and petty tribute fill a locked chest
in Sergeant Zacallo’s quarters.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>2 </b>The
angry spirits of those executed and displayed on the gate parapet
haunt the barred passageway every night.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>3</b> A
secret door enables prisoners in the gatehouse pit to come and go
through underground passages.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>4</b> Sergeant
Zacallo secretly schemes with Mayor Burfle to oust Sheriff Glumpf
and take the office for himself.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>5</b> Hidden
chambers beneath the gatehouse hold the Watch’s illicit stash of
confiscated goods and treasures.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>6</b> Those
serving on the Watch are all Zacallo’s inbred brothers and sisters.</span></span></p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><b>7</b> Sheriff
Glumpf pours a mild, mind-numbing poison into the stew each day to
keep the Watch bumbling and ineffective.</span></span></p><p class="western">
</p><p class="western" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; line-height: 115%; margin-left: 0.25in; text-indent: -0.25in;">
<strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;">8</span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;"> </span></span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;">Every
Victory Day </span></span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;">blood
oozes from </span></span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;">the
gate</span></span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;">house</span></span></span></strong><strong><span style="font-family: Times New Roman, serif;"><span style="font-size: 12pt;"><span style="font-weight: normal;">
walls.</span></span></span></strong></p><p class="western"><span style="font-family: inherit;"><strong><span lang="en-US"><span style="font-weight: normal;">T</span></span></strong><strong><span style="font-weight: normal;">he
</span></strong><strong><span style="font-weight: normal;">main
</span></strong><strong><span style="font-weight: normal;">sourcebook
</span></strong></span><strong><span style="font-weight: normal;"><span style="font-family: inherit;">text
provid</span>es the basic, factual framework on which the rumors hang, but
the rumors themselves offer a character-level view (gained by
interacting with the inhabitants) beyond </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">observations</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
the</span></span></strong><strong><span style="font-weight: normal;">
gamemaster might impart. </span></strong><strong><span style="font-weight: normal;">Each
one offers an invitation for characters to explore, exploit, or
otherwise interact with rumor elements.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">(This
design choice – putting rumors in text where they can inform
understanding of the subject – also made me re-evaluate adventure
hooks. </span></strong><strong><span style="font-weight: normal;">R</span></strong><strong><span style="font-weight: normal;">ather
than drop those in each </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">subject,</span></span></strong><strong><span style="font-weight: normal;">
I’m lumping them all </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">in
their own section at</span></span></strong><strong><span style="font-weight: normal;">
the front of the book, with references to page numbers inside. </span></strong><strong><span style="font-weight: normal;">I’m
hoping they</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">tempt
readers into jumping to subjects that engage their interest </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">a</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">nd</span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
inspire</span></span></strong><strong><span style="font-weight: normal;">
readers with some ideas </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">about</span></span></strong><strong><span style="font-weight: normal;">
the kinds of adventures characters might pursue. </span></strong><span lang="en-US">In
a </span><span lang="en-US">way
I’m</span><strong><span style="font-weight: normal;">
using adventure hooks </span></strong><strong><span style="font-weight: normal;">up
front </span></strong><strong><span style="font-weight: normal;">as
sourc</span></strong><strong><span style="font-weight: normal;">e</span></strong><strong><span style="font-weight: normal;">book
hooks, interesting tidbits to not only provide some idea what to do
in the setting, but where to find more information deeper in the
manuscript.</span></strong><strong><span style="font-weight: normal;">)</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Sourcebooks
naturally cater to gamemasters. They decide what information to
impart to characters as they explore a setting...and usually there’s
lots of information. </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">Some
of it covers secrets, hidden information, about people, places, and
things; </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">these
details </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">seep
out through the gamemaster as characters </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">interact
with inhabitants. </span></span></strong><strong><span style="font-weight: normal;">But
r</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">umors
challenge everyone. They</span></span></strong><strong><span style="font-weight: normal;">
offer opportunities characters can investigate and </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">possibilities</span></span></strong><strong><span style="font-weight: normal;">
gamemasters can </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">develop</span></span></strong><strong><span style="font-weight: normal;">
to </span></strong><strong><span style="font-weight: normal;">help
define </span></strong><strong><span style="font-weight: normal;">and
expand specifi</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">c</span></span></strong><strong><span style="font-weight: normal;">
setting elements.</span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i><b>Half
a truth is often a great lie.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><b>Benjamin
Franklin<br />
</b></span></strong><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-11423633169134279682023-07-25T14:34:00.029-04:002023-07-25T14:34:00.153-04:00Awards & Reviews<p></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsJ-V-Km3X3Yp9EYHSm5q9yZmjyf8fUXB6JEXODEyqboNa_t95tGnncQ8lywZmWHJmbSR6gpSu57mYxFvg08U2GjPOZmDFMzGRxeE9xql9xC77pd9PIl-fabYsYvUoGlWB_J3uYxTrbuR-MEWBmWxf17WPtSKJcCae3fncllMcAb3stVKW9EBX9VyzaI/s1280/Awards%20Medals.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="853" data-original-width="1280" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsJ-V-Km3X3Yp9EYHSm5q9yZmjyf8fUXB6JEXODEyqboNa_t95tGnncQ8lywZmWHJmbSR6gpSu57mYxFvg08U2GjPOZmDFMzGRxeE9xql9xC77pd9PIl-fabYsYvUoGlWB_J3uYxTrbuR-MEWBmWxf17WPtSKJcCae3fncllMcAb3stVKW9EBX9VyzaI/s320/Awards%20Medals.jpg" width="320" /></a></div>In last
week’s missive about Gale Force 9’s <span lang="en-US"><i>Aliens:</i></span><i>
</i><i>Another
Glorious Day in the Corps </i>I
mentioned <span lang="en-US">the
game</span>
won the
Charles
S. Roberts Award
for Best
SciFi Fantasy Board Wargame in
2020. I
started
thinking about various
issues surrounding game
industry awards. It
seems like summertime – and the blockbuster summertime conventions
– is prime <span lang="en-US">time</span>
for various game-related awards. The Origins Awards. Ennies. The
afor<i>ementioned
Charl</i>es
S. Roberts Awards. Germany’s prestigious <i>Spiel
des Jahres</i>
(Game of the Year).
Awards
have their place in <span lang="en-US">recognizing</span>
creators and their outstanding work; but they <span lang="en-US">do
so using </span><span lang="en-US">select
</span><span lang="en-US">criteria
established by a governing organization and votes from a limited
sampling of the overall gaming community. An award is rarely an
accurate indication a game is right for any given gamer. </span><span lang="en-US">It’s
a validation of a game’s overall excellence when compared to others
in its category, but individuals have other means – <a href="https://boardgamegeek.com" target="_blank">reviews </a>and
<a href="https://www.youtube.com/watchitplayed" target="_blank">how-to-play videos</a>, for instance – to evaluate whether an
award-winning game (or any game) is right for them.</span><p></p><p><span lang="en-US"></span></p><a name='more'></a><p></p><p class="western"><strong><span style="font-weight: normal;">Frequent
readers know I’m speaking from two sides of this issue, as a
creator who’d love to win an award in appreciation of my work and
as a consumer who researches game purchases, especially with the
rising price of quality games.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">For
creators awards can prove uplifting (when they receive one) or
frustrating (when they don’t). Getting one validates our work,
gives us some official credential to tout when we promote ourselves
or future projects, and puts us in the limelight momentarily. Some
creators become angry and disillusioned when </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">we</span></span></strong><strong><span style="font-weight: normal;">
don’t win awards, especially when competitors get them. Others
approach it with the healthier attitude that </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">awards</span></span></strong><strong><span style="font-weight: normal;">
are </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">well-deserved
recognition</span></span></strong><strong><span style="font-weight: normal;">
of individual excellence and indeed a celebration of our overall
hobby.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Over
the years I have grown jaded </span></strong><strong><span style="font-weight: normal;">about</span></strong><strong><span style="font-weight: normal;">
official game awards. </span></strong><strong><span style="font-weight: normal;">Y</span></strong><strong><span style="font-weight: normal;">es,
probably because I’m a little resentful my game work never won an
award and only occasionally received any </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">noteworthy</span></span></strong><strong><span style="font-weight: normal;">
recognition, but also because their process often proves problematic
and they’re not always accurate </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">criteria
</span></span></strong><strong><span style="font-weight: normal;">by
which consumers can gauge whether a game is right for them. </span></strong><strong><span style="font-weight: normal;">Hardly
a year goes by where we don’t see some criticism about how a group
administers its </span></strong><strong><span style="font-weight: normal;">industry
spanning </span></strong><strong><span style="font-weight: normal;">award
</span></strong><strong><span style="font-weight: normal;">program:</span></strong><strong><span style="font-weight: normal;">
nomination criteria, judge qualifications, definition and inclusion
of various categories, </span></strong><strong><span style="font-weight: normal;">scope
of considered entries, v</span></strong><strong><span style="font-weight: normal;">oting
outreach and eligibility (and sta</span></strong><strong><span style="font-weight: normal;">c</span></strong><strong><span style="font-weight: normal;">king).
</span></strong><strong><span style="font-weight: normal;">Case
in point: the year a product I edited was nominated for an Origins
Award.</span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><b>My
Origins Award Nomination</b></span></strong></p>
<p class="western"><span lang="en-US"><span></span></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><span lang="en-US"><span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy0jue6qejeZbchuvciV0gY3Dvo2O7QMEMcaueOpKVQxuw3DslZs8iDCYOx4rNneRTchc0Ec7_AKpSI8riwDwL8QFu0YPLvhPozQBosh97-j46XoXNX_FKJl9FSaEznDoE2o9NGYxUpHly3Wy6b8FSHZ9FzWaWcOOtKWe1dWk7s9uV3Wb_miSsdlLi0j8/s1132/Tales%20from%20the%20Empire%20Origins%20Award.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1096" data-original-width="1132" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy0jue6qejeZbchuvciV0gY3Dvo2O7QMEMcaueOpKVQxuw3DslZs8iDCYOx4rNneRTchc0Ec7_AKpSI8riwDwL8QFu0YPLvhPozQBosh97-j46XoXNX_FKJl9FSaEznDoE2o9NGYxUpHly3Wy6b8FSHZ9FzWaWcOOtKWe1dWk7s9uV3Wb_miSsdlLi0j8/s320/Tales%20from%20the%20Empire%20Origins%20Award.jpg" width="320" /></a></span></span></div><span lang="en-US"><span>T</span></span><span>he
</span><i><span>Star
Wars Adventure Journal</span></i><span>
</span><span>gave </span><span lang="en-US"><span>West
End Games</span></span><span>
a solid collection of short stories, originally published with game
stats and other material at the end </span><span>of
each article</span><span>.
Bantam Spectra, having found success with several </span><i><span>Star
Wars</span></i><span>
anthology volumes, saw the </span><i><span>Journal</span></i><span>
as a good source for two additions to the line. </span><span>Bantam’s
editor asked me to write an introduction (though he didn’t ask for
it to be long-winded and rambling), the art department put some
fantastic <a href="https://www.mattbusch.com" target="_blank">Matt Busch</a> Boba Fett artwork on the cover, and </span><span>Bantam
</span><span>released
</span><i><span>Tales
from the Empire </span></i><span>in
</span><span>December
</span><span>1997. </span><span>In
early 1998, when the Academy of Adventure Gaming Arts and Design put
out a call for Origins Award nominations, </span><span>Wast
End’s owner </span><span>Scott
Palter </span><span>insisted
we enter it for the “</span><span>Best
Game-Related Novel” </span><span>category,
though I was uneasy about it. </span><span>“The
worst they can say is no,” </span><span>Palter
insisted. </span><span>And,
quite surprisingly to me, it </span><span lang="en-US"><span>got
</span></span><span lang="en-US"><span>a</span></span><span lang="en-US"><span>
nomination. </span></span><span>I
recall it </span><span lang="en-US"><span>generated</span></span><span>
controvers</span><span lang="en-US"><span>y</span></span><span>
at the time for a number of reasons. </span><span>Some
folks (justifiably) complained it wasn’t really game fiction as
opposed to </span><i><span>Star
Wars</span></i><span>
franchise fiction. </span><span>Many
</span><span lang="en-US"><span>insisted</span></span><span>
it wasn’t eligible since it was a short story anthology, not a
novel. </span><span>Others
complained West End had no claim to nominate it since its ultimate
format was published by Bantam. </span><span>Some
felt it wasn’t fair because it included </span><i><span>New
York Times</span></i><span>-bestselling
authors </span><span lang="en-US"><span>among
other</span></span><span>
up-and-coming writers. Ultimately the responsibility for its
nomination resided with the judge panel that year (or however the
administration processe</span><span lang="en-US"><span>d
</span></span><span>nominations).
</span><i><span>Tales
from the Empire</span></i><span>
didn’t win, </span><span>anyway</span><span>.
And I felt so disheartened by the experience I rarely mentioned it
again </span><span>(and
it was also overshadowed by West End </span><span lang="en-US"><span>going</span></span><span>
bankrupt in late June 1998 and sending staffers scurrying for
freelance work and a dubious life of subsistence). </span><span>That
said, I still have the original nomination certificate in a frame
somewhere (though I can’t find it at the moment) and a few
photocopies ostensibly to send out to folks to promote the </span><i><span>Journal</span></i><span>,
which never happened.</span><p></p>
<p class="western"><strong><span style="font-size: 18pt;">Awards
& </span></strong><strong><span style="font-size: 18pt;"><span lang="en-US">Gamers</span></span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">The
experience highlighted to me how rewards </span></strong><strong><span style="font-weight: normal;">remain
fraught with difficulties in interpretation: what does the governing
body intend, how does it evaluate titles, </span></strong><strong><span style="font-weight: normal;">how
does it determine categories to acknowledge, </span></strong><strong><span style="font-weight: normal;">how
much of the gaming community votes, </span></strong><strong><span style="font-weight: normal;">what
does the award mean for consumer-gamers? </span></strong><strong><span style="font-weight: normal;">While
awards validate creators they don’t offer much to consumers other
than a </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">conditional</span></span></strong><strong><span style="font-weight: normal;">
endorsement </span></strong><strong><span style="font-weight: normal;">by
a governing body with its own selective criteria for excellence. </span></strong><strong><span style="font-weight: normal;">They
don’t offer gamers much help in determining if a winning game is
right for them.</span></strong></p>
<p class="western"><span lang="en-US"></span></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH1BIq2TkuhIBRtmwu2Ye8TnpNon6j4d79_JazBty4dgJhuzSpFpJaGZQYUCN4W62wG86jzmfmbctgu-xxE2QhHAtbbPo2tkFGe3sidTEZkMEkWW8Vs2Xe0P-frnLZGr5WD2KH3rurLCu9q_y8Wnh_ISmpgSDbypzpSJMWcBcaMvgHhfBu62KjpvrtKwk/s476/Watch%20It%20Played%20logo.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="210" data-original-width="476" height="141" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH1BIq2TkuhIBRtmwu2Ye8TnpNon6j4d79_JazBty4dgJhuzSpFpJaGZQYUCN4W62wG86jzmfmbctgu-xxE2QhHAtbbPo2tkFGe3sidTEZkMEkWW8Vs2Xe0P-frnLZGr5WD2KH3rurLCu9q_y8Wnh_ISmpgSDbypzpSJMWcBcaMvgHhfBu62KjpvrtKwk/s320/Watch%20It%20Played%20logo.png" width="320" /></a></div>Sure,
it’s
always nice to see a game that interests me won an award of some
sort; but it’s not an accurate indication it’s <span lang="en-US">a
good fit</span>
for me. I
didn’t know the <i>Aliens</i>
game won a Charles S. Roberts award when I bought it...I knew from
reviews and videos it was probably a good fit for my gaming style and
enthusiasm for the <span lang="en-US">movie</span>.
When I
bought West End Game’s first edition <i>Star
Wars: The Roleplaying Game</i>
in 1987, I didn’t know or care when
it won an
Origins Award; I would have bought a <i>Star
Wars</i>
roleplaying game any
company published. I
snatched up a bargain-priced used copy of <i>Agricola</i>
not because it won a
boatload of international awards but
because someone in the gaming community I greatly respected spoke
highly of it (and
also taught me how to pronounce it correctly). For
all of these, and many others I buy or put on wish lists, I read
reviews on <a href="https://boardgamegeek.com" target="_blank">Board Game Geek</a>, search for <a href="https://www.youtube.com/watchitplayed">how-to-play videos</a>, listen
to recommendations from friends and trusted voices in the gaming
community,
and otherwise seek <span lang="en-US">critical</span>
information on how a game plays to <span lang="en-US">satisfy</span>
my own criteria for whether a game is worthy of buying.<p></p>
<p class="western"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_-eGGMF76cxpONX_dAsd1Sb5l8-7vaNgAyX5oZ2iuQsDuB10TMueEtvRijK0wicerula_8RpawlsPoSyJ82vaOcQEIy2jB-zlDvPIsCIzObMxdjHBoDSBXV1wPxrsOdjocmzELeQhrYKWCGleyWFJWkAI9_DhFsaFljWNYOHbObPpIbuCW1czSNuOs8s/s512/YMMV.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="512" data-original-width="512" height="143" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_-eGGMF76cxpONX_dAsd1Sb5l8-7vaNgAyX5oZ2iuQsDuB10TMueEtvRijK0wicerula_8RpawlsPoSyJ82vaOcQEIy2jB-zlDvPIsCIzObMxdjHBoDSBXV1wPxrsOdjocmzELeQhrYKWCGleyWFJWkAI9_DhFsaFljWNYOHbObPpIbuCW1czSNuOs8s/w143-h143/YMMV.jpg" width="143" /></a></div>Awards
have their place. Creators benefit from the visibility and
recognition. As an indicator of suitability for individual gamers
awards have marginal value. They can validate our interest in a game,
testifying to its general quality, but, as with many games across
<span lang="en-US">varying</span>
genres and many <span lang="en-US">facets</span>
of the adventure gaming hobby, your mileage may vary.<p></p>
<p class="western"><strong><span style="font-weight: normal;">One
final note. Awards nominations serve as good resources to see what
notable games were recently published. They’re like any tool,
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">particularly</span></span></strong><strong><span style="font-weight: normal;">
the internet, that offers us a glimpse at the gaming radar of all the
numerous titles out there we might not otherwise notice. L</span></strong><strong><span style="font-weight: normal;">ately
</span></strong><strong><span style="font-weight: normal;">the
more comprehensive gaming awards – with more and specific
categories that sprawl over several pages – </span></strong><strong><span style="font-weight: normal;">have
demonstrated the increasingly unmanageable volume of new game
materials on every front of the adventure gaming hobby; far more than
any one person could appreciate, even in one game genre.</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">It’s
evidence of the hobby’s amazing growth, creativity, and diversity
of form, quality, and content; but it can also overwhelm folks,
newcomers and old grognards, trying to navigate an ocean of material
to find just the right match for their own gaming needs.</span></strong></p><p class="western">
<strong><span style="font-size: 18pt;">Postscript</span></strong></p><p class="western"><strong><span style="font-weight: normal;">I’ve
mentioned a few times above how creators gain a boost winning awards.
That’s great and all, but, speaking as a creator with no awards and
having heard other creators talk about meaningful recognition of
their work, we derive satisfaction, validation, and encouragement,
from other, more accessible forms of acknowledgment. </span></strong><strong><span style="font-weight: normal;">Positive
reviews. Uplifting features in magazines or online. Personal
correspondence by mail, e-mail, in forums, or private messages on
social media platforms. </span></strong><strong><i><span style="font-weight: normal;">Your
positive messages matter to creators.</span></i></strong><strong><span style="font-weight: normal;">
I would rather hear </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">how</span></span></strong><strong><span style="font-weight: normal;">
one more gamer enjoyed material I developed than win any popularly
recognized award. I keep files of compliments – going back </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">t</span></span></strong><strong><span style="font-weight: normal;">o
my </span></strong><strong><i><span style="font-weight: normal;">Star
War Adventure Journal Days</span></i></strong><strong><span style="font-weight: normal;">
– and occasionally peek at them when I’m feeling particularly
discouraged. Let us know what you particularly enjoyed and we’ll
try to keep on creating more.</span></strong></p>
<p align="center" class="western"><strong>“<span style="font-size: large;"><i><b>Awards
mean absolutely nothing if you don’t get it. If you do get it,
they’re the best thing in the world.”</b></i></span></strong></p>
<p align="right" class="western"><strong>– <span style="font-size: large;"><b>Mads
Mikkelsen</b></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0tag:blogger.com,1999:blog-8333965379660280891.post-19055213294169244822023-07-18T15:12:00.012-04:002023-07-18T15:12:00.133-04:00A Tale of Two Alien Games<p></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLfcEMigbLavkGdNMSzSCTwnPAQ6kEZhc7V36CIQXJcbbuoG9GvjBvY4fAAZ07xQDUzS9qNHmtYW0Y6uxB9sr1Q2TOEiMSDpmoMHztuhkSw6n5E7SlfJewfQ0uMLvhIZwyuJhITKFGhLDSooU-2KMRyLQgdF2L0JyVs3nqJ9C7tNddV2PHcxpE_uZElaU/s500/Aliens%20Game%20Over%20Man.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="500" data-original-width="500" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLfcEMigbLavkGdNMSzSCTwnPAQ6kEZhc7V36CIQXJcbbuoG9GvjBvY4fAAZ07xQDUzS9qNHmtYW0Y6uxB9sr1Q2TOEiMSDpmoMHztuhkSw6n5E7SlfJewfQ0uMLvhIZwyuJhITKFGhLDSooU-2KMRyLQgdF2L0JyVs3nqJ9C7tNddV2PHcxpE_uZElaU/s320/Aliens%20Game%20Over%20Man.jpg" width="320" /></a></div>More
often I’m exploring cooperative and solitaire games given their
growing prevalence as a subgenre of the adventure gaming hobby and
my limited player base. Frequent readers know I’ve discussed solo
roleplaying game options before (and I’m still exploring more
recent entries), but I’ve not really talked much about solitaire
board or wargames beyond
the “playing against yourself” variety. The pandemic had me
exploring a host of different options, both purely solitaire games as
well as cooperative games suitable for a single player. The
intersection of these games with themes that interest me has brought
a few new <span lang="en-US">titles</span>
into my collection. As a fan of the first two <i>Aliens</i>
franchise movies, I couldn’t resist picking up their associated
games, each designed as a cooperative game suitable for a single
player. Both remain true to their cinematic origins, but they offer
quite different experiences on several levels.<p></p>
<span><a name='more'></a></span><p class="western"><strong><span style="font-size: 18pt;"><i><b>Alien:
Fate of the Nostromo</b></i></span></strong></p>
<p class="western"><i><a href="https://www.ravensburger.us/products/games/family-games/alien-fate-of-the-nostromo-60001932/index.html" target="_blank"></a></i></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSzDiLwmnBdnSCz1Q4g5gwDoNXPe6V02C4i0BvLVADj6bwPmSsGqwSayZnXkg_P27O1JRhG90O-UoRjcPFeKmpR6Nn_PwZNTu6XZGvRVZv2H-9ImjRUPXhUoOLe5-qNJ1Az_wQLJw-NW-hIVvIi-xCaoveyrBYaSI-bw_RDOD2HqcCH77z4K15YzyBpZM/s1500/Alien%20Fate%20of%20teh%20Nostromo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1487" data-original-width="1500" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSzDiLwmnBdnSCz1Q4g5gwDoNXPe6V02C4i0BvLVADj6bwPmSsGqwSayZnXkg_P27O1JRhG90O-UoRjcPFeKmpR6Nn_PwZNTu6XZGvRVZv2H-9ImjRUPXhUoOLe5-qNJ1Az_wQLJw-NW-hIVvIi-xCaoveyrBYaSI-bw_RDOD2HqcCH77z4K15YzyBpZM/s320/Alien%20Fate%20of%20teh%20Nostromo.jpg" width="320" /></a></i></div><i>Alien: Fate of the Nostromo</i>
from Ravensburger provides
an
accessible, affordable, satisfying movie tie-in experience at both
the cooperative and solitaire levels. Players
take on the role of one of the Nostromo’s crew members – each
with a character “dossier” board and plastic figure – move
around the ship, collecting <span lang="en-US">scrap</span>
to craft
items to both
assist their individual
missions
and fend off the xenomorph. The alien wanders around each turn
stalking the crew, but can also turn up unexpectedly as they search
for equipment. Most locations start with a “conceal
token” with
a generic hatch artwork on on side. Enter a room with <span lang="en-US">one
</span>and
turn the token over; if it displays the alien symbol, the xenomorph
arrives, <span lang="en-US">the
character</span>
must flee and the crew loses morale. After
each player takes a turn they reveal a card that can move the alien,
re-seed locations with scrap or conceal tokens, and occasionally
impose other actions on the players. Each
crew member has their own special abilities allowing them to bend the
rules a little to gain some slight advantage. Once
all crew members complete their individual missions, they reveal a
final group mission card they must complete to escape the <i>Nostromo</i>.
Unlike the
movie no character meets a gruesome fate; the players lose if
<span lang="en-US">encounters
with the alien completely reduce</span>
morale.
A more challenging <span lang="en-US">option</span>
using <span lang="en-US">S</span>cience
<span lang="en-US">O</span>fficer
Ash
increases the game’s difficulty. At
$30 and availability at stores like Target (as well as game shops)
it’s a good fit for <span lang="en-US">c</span>asual
game fans and those who love the original <i>Alien</i>
film.<p></p>
<p class="western"><strong><span style="font-weight: normal;">I tried
the game in both single-player/solo mode and multi-player cooperative
mode.</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">Solitaire I
played a game as </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">C</span></span></strong><strong><span style="font-weight: normal;">aptain
Dallas and one as </span></strong><strong><span style="font-weight: normal;">Chief
Engineer Parker, </span></strong><strong><span style="font-weight: normal;">with
me barely winning both times. </span></strong><strong><span style="font-weight: normal;">In
cooperative play with two other players we ran two games, the first
more so we could all get a sense of the rules and strategy, the
second to put in practice what we’d learn to run a more efficient
game. Both times we won. That’s not to say on any of these games,
solo or coop, we didn’t have moments of panicked surprise as the
alien showed up where we least expected it. </span></strong><strong><span style="font-weight: normal;">Gameplay
simulated the movie action well: scurrying around the ship to collect
things we needed to fight the alien and escape; “jump scares”
when the alien suddenly appeared under a conceal token; and, of
course, the final mad dash for the escape shuttle to beat the
self-destruct countdown while avoiding the alien. </span></strong><strong><span style="font-weight: normal;">It’s
just the right fare </span></strong><strong><span style="font-weight: normal;">for
today’s board gaming aficionados, </span></strong><strong><span style="font-weight: normal;">providing
some challenging </span></strong><strong><span style="font-weight: normal;">teamwork
interaction, movement choices, </span></strong><strong><span style="font-weight: normal;">and
resource allocation </span></strong><strong><span style="font-weight: normal;">problems.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">During
play we encountered a few issues but nothing that ruined the
experience. Although all the components are high quality and exhibit
a suitable design aesthetic from the movie, the board sometimes led
to some confusion about access points between the two decks. </span></strong><strong><span style="font-weight: normal;">Repeat
play can reveal some issues</span></strong><strong><span style="font-weight: normal;">,
</span></strong><strong><span style="font-weight: normal;">but </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">they’re</span></span></strong><strong><span style="font-weight: normal;">
nothing the community over at <a href="https://boardgamegeek.com/boardgame/332321/alien-fate-nostromo" target="_blank">Board Game Geek</a> hasn’t discussed with
potential solutions.</span></strong></p>
<p class="western"><strong><span style="font-size: 18pt;"><span lang="en-US"><i>Aliens:</i></span></span></strong><strong><span style="font-size: 18pt;"><i>
</i></span></strong><strong><span style="font-size: 18pt;"><i>Another
Glorious Day in the Corps</i></span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-pyZ7cVwy4OSHoPXOvo6I_E-RfimHshshvmY6zByvcmcD0v1MycrgOinJdhr3MJmweHZLy-gEUEu4z1d_gprKbESSiBL70LlXNnM431s-BlvpJW7iMxZ4OkPcECCHVP8CElFja--l4tI6ofWCj8yW0ffAwCdoiuZXah0dqRMwlMobAyH-BmhTPRMizm0/s1018/Aliens%20AGDC.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1018" data-original-width="1018" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-pyZ7cVwy4OSHoPXOvo6I_E-RfimHshshvmY6zByvcmcD0v1MycrgOinJdhr3MJmweHZLy-gEUEu4z1d_gprKbESSiBL70LlXNnM431s-BlvpJW7iMxZ4OkPcECCHVP8CElFja--l4tI6ofWCj8yW0ffAwCdoiuZXah0dqRMwlMobAyH-BmhTPRMizm0/s320/Aliens%20AGDC.png" width="320" /></a></div>Where
<i>Alien:
Fate of the Nostromo</i>
<span lang="en-US">emulates
the first movie’s tense scramble to gather supplies and </span><span lang="en-US">escape</span><span lang="en-US">
the ship, </span><span lang="en-US">Gale
Force 9’s</span><span lang="en-US">
</span><a href="https://www.gf9games.com/aliens/" target="_blank"><span lang="en-US"><i>Aliens:</i></span><i>
</i><i>Another
Glorious Day in the Corps</i></a>
immerses
players in desperately mowing down seemingly endless swarms of
aliens. It,
too, easily accommodates cooperative play and solitaire mode. Players
run a squad of <span lang="en-US">C</span>olonial
<span lang="en-US">M</span>arines
and attached civilians (Ellen Ripley and Newt, once they find her) in
various missions on the colony on LV-426.
Each player
controls one character as a hero, with the other characters as grunts
(with slightly lower abilities) activated during a hero’s turn by
rank or at the end of the player turns until
all have acted.
An Endurance Deck of cards serves multiple purposes: it provides
starting weapons and gear and additional equipment in-game; it has
events and hazards that can crop up; players
“exhaust” cards from it (without looking at them) to activate
attacks; certain special abilities require card reveals that
determine if bonuses activate; and they can “recycle” exhausted
cards during a character’s rest action. It’s
a nice mechanic that forces players to make choices in <span lang="en-US">managing</span>
their assets, though
it takes a while to learn how everything works together. Because
if the Endurance Deck ever depletes without recycled cards to
reshuffle, the players lose.<p></p>
<p class="western"><strong><span style="font-weight: normal;">The
other </span></strong><strong><span style="font-weight: normal;">Motion
Tracker D</span></strong><strong><span style="font-weight: normal;">eck
generates aliens, marked by anonymous “blips” if beyond line of
sight, at various spawn points on each map. After the Marines take
their turn, visible aliens move and attack, blips move, and then new
blips spawn. </span></strong><strong><span style="font-weight: normal;">Blip
counters have two sides, </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">so
when a blip moves into line of sight of a character, players flip it
and place the number of aliens indicated on the counter’s other
side. </span></span></strong><strong><span style="font-weight: normal;">Th</span></strong><strong><span style="font-weight: normal;">e
Motion Tracker Deck card</span></strong><strong><span style="font-weight: normal;">
backs show three different faces, each with increasingly more blips
on the motion tracker graphic, denoting one of the three difficulties
of an upcoming spawning. Although players draw several cards each
turn (depending on the number of players), they can at least look at
the top card to see what kind of a threat they might face.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Large-format
m</span></strong><strong><span style="font-weight: normal;">ission
cards provide set-up instructions, special rules, and victory
conditions for various scenarios: finding Newt, escaping the alien
hive in the terraforming plant, and </span></strong><strong><span style="font-weight: normal;">surviving
in the base until extraction, </span></strong><strong><span style="font-weight: normal;">as
well as rescue, </span></strong><strong><span style="font-weight: normal;">supply,
and bug hunt</span></strong><strong><span style="font-weight: normal;">
missions. </span></strong><strong><span style="font-weight: normal;">Campaign
rules allow players to run several scenarios in sequence (and with
consequences) along the lines of the film.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">Players
used to </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the
more popular</span></span></strong><strong><span style="font-weight: normal;">
board games might easily feel overwhelmed by </span></strong><strong><i><span style="font-weight: normal;">Aliens</span></i></strong><strong><span style="font-weight: normal;">
even before the game begins. </span></strong><strong><span style="font-weight: normal;">The
price point immediately indicates this isn’t for </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">most</span></span></strong><strong><span style="font-weight: normal;">
casual gamers who liked the movie; it generally runs around twice the
price of </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">,
though discounts abound online (and I got a good deal at a regional
game store). </span></strong><strong><span style="font-weight: normal;">It
cert</span></strong><strong><span style="font-weight: normal;">ainly
caters to </span></strong><strong><span style="font-weight: normal;">a
bit more “hardcore” </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">level
of</span></span></strong><strong><span style="font-weight: normal;">
gamer. Sure, it comes with the expected plethora of tokens, dials,
</span></strong><strong><span style="font-weight: normal;">boards, </span></strong><strong><span style="font-weight: normal;">and
two card decks; but “some assembly is required” for all the
Marine and alien figures </span></strong><strong><span style="font-weight: normal;">on
plastic sprues</span></strong><strong><span style="font-weight: normal;">.</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">This</span></span></strong><strong><span style="font-weight: normal;">
offers a challenge more suitable to the miniature wargaming crowd;
</span></strong><strong><span style="font-weight: normal;">each figure
has several parts and a base, and the alien tails seem particularly
pesky and prone to breaking off. </span></strong><strong><span style="font-weight: normal;">In
</span></strong><strong><span style="font-weight: normal;">2020</span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span lang="en-US"><span style="font-weight: normal;">the
game won</span></span></strong><strong><span style="font-weight: normal;">
</span></strong><strong><span style="font-weight: normal;">the
</span></strong><strong><span style="font-weight: normal;">Charles
S. Roberts </span></strong><strong><span style="font-weight: normal;">Award
for </span></strong><strong><span style="font-weight: normal;">Best
SciFi Fantasy Board Wargame; </span></strong><strong><span style="font-weight: normal;">while
this testifies to its quality from the perspective of the board
wargaming community, it’s no indicator that it’s right for every
gamer fan of the movie.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I played
three solitaire games, two of the mission to find Newt and one to
escape the atmosphere processing plant. My first game the aliens
overwhelmed the Marines, but I learned how best to use the Marines,
the importance of barricading hatches, and the capabilities and
ranges of some of the more powerful weapons (grenades and the
flamethrower). Learning the rules was a bit more intensive, even
after one figures out the multi-layered mechanics of the Endurance
Deck.</span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I found
</span></strong><strong><i><span style="font-weight: normal;">Aliens</span></i></strong><strong><span style="font-weight: normal;">
a bit finicky </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">at
times. </span></span></strong><strong><span style="font-weight: normal;">Where
</span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
gives each player only one crew member, each scenario in </span></strong><strong><i><span style="font-weight: normal;">Aliens</span></i></strong><strong><span style="font-weight: normal;">
requires </span></strong><strong><i><span style="font-weight: normal;">all</span></i></strong><strong><span style="font-weight: normal;">
the characters, whether in hero or grunt mode. The map boards require
careful scrutiny to discern room boundaries, doorways, and equipment
th</span></strong><strong><span style="font-weight: normal;">r</span></strong><strong><span style="font-weight: normal;">ough
the </span></strong><strong><span style="font-weight: normal;">fine
</span></strong><strong><span style="font-weight: normal;">artwork
inspired by the movie sets; they also get bumped out of alignment
occasionally since they aren’t fastened at all </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">so
they can be</span></span></strong><strong><span style="font-weight: normal;">
flipped and rearranged for each scenario. </span></strong><strong><span style="font-weight: normal;">Woe
to anyone who plays the campaign mode and loses a team member. I
found playing one hero and all others grunts limiting, as I couldn’t
draw as many cards and had to operate with lower stats. </span></strong><strong><span style="font-weight: normal;">Like
the </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
game, the <a href="https://boardgamegeek.com/boardgame/256852/aliens-another-glorious-day-corps" target="_blank">Board Game Geek</a> page for </span></strong><strong><i><span style="font-weight: normal;">Aliens</span></i></strong><strong><span style="font-weight: normal;">
offers a host of clarifications, options, and additional resources
from an enthusiastic online community.</span></strong></p>
<p class="western"></p><div class="separator" style="clear: both; font-weight: normal; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNAmFffpnD4g17eCyi6ghsJxkFQ2k19YaAKZ7y8sN89KtcYiji65Tf_9douVUHncX-GxROqF4ExpFrwQyFtyzVeUaXC7HpcUY4fd_bWz3w9eB6hcbynsru8Qkpe3UM0EWekZAjaghgX_7XobLt4sfNGPorqF5gxr0ZILH-X6RoC353ayDFA6FX8pPM8yU/s3000/Aliens%20AGDC%20spreadjpg.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1911" data-original-width="3000" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNAmFffpnD4g17eCyi6ghsJxkFQ2k19YaAKZ7y8sN89KtcYiji65Tf_9douVUHncX-GxROqF4ExpFrwQyFtyzVeUaXC7HpcUY4fd_bWz3w9eB6hcbynsru8Qkpe3UM0EWekZAjaghgX_7XobLt4sfNGPorqF5gxr0ZILH-X6RoC353ayDFA6FX8pPM8yU/w400-h255/Aliens%20AGDC%20spreadjpg.jpg" width="400" /></a></div>I like
both games: each one has different appeal in play style and
complexity. Both
<span lang="en-US">boast</span>
lots of high production value components. I
can pull <i>Alien</i>
out for an afternoon of casual board games with friends. <i>Aliens</i>
remains solitaire fare for me, as I don’t have any wargamer friends
around capable of comprehending and enjoying its nuanced layers. I
could fit <i>Alien</i>
on the kitchen table with friends, but
<i>Aliens</i>
required a 3 x 4 foot space on my wargaming table...and even then it
felt crowded. On
the solitaire side I enjoy each one, though <i>Alien</i>
seems to offer a slightly better chance at survival than <i>Aliens</i>,
and takes less time,
too. Both
have good replay value, but <i>Aliens</i>
offers several different scenarios and campaign play, well beyond the
scope of <i>Alien</i>’s
single <span lang="en-US">goal</span>
of escaping the <i>Nostromo</i>.<p></p>
<p class="western"><strong><span style="font-size: 18pt;"><b>My
Experience with </b></span></strong><strong><span style="font-size: 18pt;"><b><i>Aliens </i>Films</b></span></strong></p>
<p class="western"><strong><span style="font-weight: normal;">I really
enjoy </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
and </span></strong><strong><i><span style="font-weight: normal;">Aliens</span></i></strong><strong><span style="font-weight: normal;">,
but haven’t really cared much for other sequels or crossovers. This
probably relates to my initial experience with the first two films. I
saw </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
in the spring of 1986, my senior year in high school, when an English
teacher offered a half-year course on science fiction </span></strong><strong><span style="font-weight: normal;">literature</span></strong><strong><span style="font-weight: normal;">.
Although I’d already spent the previous summer reading one sci-fi
or fantasy novel each week (sometimes more), I hoped to broaden my
horizon</span></strong><strong><span style="font-weight: normal;">s</span></strong><strong><span style="font-weight: normal;">.
Besides reading numerous novels and short </span></strong><strong><span style="font-weight: normal;">stories</span></strong><strong><span style="font-weight: normal;">,
we watched </span></strong><strong><span style="font-weight: normal;">and
discussed </span></strong><strong><span style="font-weight: normal;">three
films in class: </span></strong><strong><i><span style="font-weight: normal;">The
Day the Earth Stood Still</span></i></strong><strong><span style="font-weight: normal;">,
the George Pal </span></strong><strong><i><span style="font-weight: normal;">War
of the Worlds</span></i></strong><strong><span style="font-weight: normal;">,
and </span></strong><strong><i><span style="font-weight: normal;">Alien</span></i></strong><strong><span style="font-weight: normal;">
(which required a permission slip from my parents). It wasn’t the
optimum viewing format of VHS on a tube television screen watched
over three or four class periods, but </span></strong><strong><span lang="en-US"><span style="font-weight: normal;">it
transfixed me. That summer, of course, </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Aliens</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
premiered in theaters. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I
loved how it built on elements from the first movie enhanced with
military action and a solid ensemble cast. </span></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">I’ve
seen many of the subsequent films, many in theaters, hoping each
might live up to the standards of the first two. I think the release
of the </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Alien</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
and </span></span></strong><strong><span lang="en-US"><i><span style="font-weight: normal;">Aliens</span></i></span></strong><strong><span lang="en-US"><span style="font-weight: normal;">
games testifies to the quality and staying power of the first two
films.</span></span></strong></p>
<p class="western"><br />
</p>
<p class="western"><br />
</p>Peter Schweighoferhttp://www.blogger.com/profile/04572819535383879995noreply@blogger.com0