Tuesday, December 24, 2013

The Season for Fantasy

[Note: December’s always far too busy in our household between preparing for the holidays and our son’s birthday. So I hope regular readers will excuse me reprinting -- with some updated sentiments -- a blog entry from two years ago appropriate for the eve of one of the major winter-solstice-based holidays. Enjoy.]

Around this time of year I’m reminded how the holiday season always seems to herald a time ripe for fantasy across the full spectrum of books, games, films, and television shows. For adventure gamers who feast on many of these similar mediums, the holidays remain one of the prime periods of the year for indulging in our  hobby.

GamingPresentsThe general spirit of the December holidays (which really begin around Thanksgiving) contributes to the illusion that anything is possible despite the darkness of the days and the times. Let’s face it: the notion of a jolly obese fellow flying around on a reindeer-driven sleigh delivering gifts to everyone around the entire world in one night is sheer fantasy unto itself (and I’m not even touching the nativity story with a 10-foot pole, though obviously un-American and heretical skeptics might classify elements of that tale as hopeful fantasy, too).

Everyone’s tempted toward fantastic hopes for expected and presented gifts, holiday displays and decorations, plans for parties and feasts, and the overall joyousness of the season. Our unrealistic gift expectations are inspired by an increased flood of commercials, catalogs, and sales for toys (both grown-up and child-level) and manifest in requests (sent by mail or in person at the mall) to the aforementioned jolly obese fellow for unrealistically fantastic gifts. Fantasy of all types abounds.

Enough pontificating; suffice it to say that the holiday season already predisposes everyone toward fantasy, and gamers in particular gleefully indulge in this excess.

The holidays bring a host of fantasy related media into our homes. Every year visions of our favorite holiday-themed tales waltz out of the television, from the stop-motion delights of Rudolf the Red-Nosed Reindeer and Santa Claus is Comin’ to Town to mere animated fare like Frosty the Snowman and the Charlie Brown Christmas Special. New holiday-themed movies premiere in theatres at Thanksgiving and play relentlessly until Christmas (and often beyond); former holiday film releases, like Will Ferrell’s delightful Elf, run constantly on television.

But holiday-themed fantasy offerings often pave the way for more traditional fantasy material at this time of the year. While the summer, and particularly Memorial Day, has been the territory of action and science fiction film releases, the period between Thanksgiving and Christmas has recently brought a horde of fantasy movie premieres. Peter Jackson’s The Lord of the Rings and the first two Hobbit films were released in theatres in the weeks before Christmas. Although only four of the eight Harry Potter films were released in November (the others hit theatres during the summer movie season), several usually appear around the holidays on a major television network (not to mention cable).

Rankin/Bass’ animated version of JRR Tolkien’s The Hobbit was first broadcast on Sunday, Nov. 27, 1977, on NBC, at the tail end of the Thanksgiving weekend that year. Such science fantasy fare as Star Wars was not immune. Though the films all released on prime summer movie weekends, the three made-for-TV specials all first aired around Thanksgiving: CBS first broadcast the infamous Star Wars Holiday Special on Nov. 17, 1978; ABC aired Caravan of Courage: An Ewok Adventure on Nov. 25, 1984; and that same network broadcast Ewoks: The Battle for Endor on Nov. 24, 1985.

The holiday season also brings a break for kids -- both high school and college -- when they spend time at home with family and friends they can subject to such frivolous and fantasy-themed time-wasters as roleplaying and board games. Unlike the summer, that other “season of gaming” when kids have loads of time and friends around (yet often balanced by family vacations or summer jobs), the holidays offer time off without many expectations for productive use of free time, especially when playing outside remains limited by one’s ability to withstand intense cold.

I fondly recall my first Christmas after discovering Dungeons & Dragons, for I received such appropriately themed gifts as module A4 In the Dungeons of the Slave Lords, Grenadier Miniatures’ Wizard’s Room miniatures box, and the soundtrack to ET the Extra-Terrestrial, which I found as inspiring as almost any other John Williams score at the time.

As a young gamer I reveled in the two “seasons of gaming” throughout the year: the holiday fantasy season and the summer vacation (it also helped that the bounty of gaming-related Christmas presents was balanced by a host of gaming-related birthday presents for a boy born in July). Christmas always seemed a bit more festive for me as a gamer; call it a combination of the magic of the season, the infusion of game-related gifts, and the immediacy of a shorter break that didn’t linger as tediously as the hot summer days yet required. I have blurry memories of visiting with cousins during the holidays and engaging in gaming activities: one Christmas I attempted to run an Advanced Dungeons & Dragons game, the daunting A1 Slave Pits of the Undercity, no less, using the pregenerated characters provided; another year a cousin tried to teach us Avalon Hill’s formidable Dune strategy game right out of the box!

As I somehow manage through middle age, however, I find my child-like ability to revel in the holiday season’s fantasy appeal challenged by the responsibilities and anxieties of adult life. While I vicariously relive my sense of wonder through my toddler’s experiences, I have difficulty re-capturing my own delight and satisfaction with the adventure gaming hobby pastime. This might become a bit easier as my toddler grows and can share in more of my interests that, right now, aren’t quite appropriate. Maybe next year….

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Tuesday, December 17, 2013

Admiring Interesting Game Elements

I occasionally like to highlight and discuss interesting game elements I notice, whether they can actually influence or inspire my own game design work. Collins Epic Wargames’ Spearpoint 1943 by Byron Collins impressed me with its multi-faceted damage cards and overall smooth interpretation of World War II tactical skirmishes in a card game format. Tasty Minstrel Games’ Coin Ageby Adam McIver incorporates an innovative mechanic in which the random elements determining what actions one can take also serve as the pieces one places, all on a “micro” map that can fit in your pocket. By sheer coincidence both games are running Kickstarter funding campaigns, though Coin Age’s ends in the next few days.
  

I first noticed this game while attending a small miniatures wargaming convention in Williamsburg, VA, where the creator was running demos. A friend who manages a comics and gaming store showed me a demo copy and was particularly impressed with the damage card mechanic, which, on first glance, offered a different damage complication on each of its four edges corresponding to one of the four unit types (infantry, tanks, aircraft, and artillery). I’ve had my eye on the game ever since -- in a casual sort of way -- but always hesitated at the $29.99 price tag. This past Thanksgiving Collins Epic Wargames had a Black Friday sale that, even with shipping, brought the game into my acceptable price range…so I ordered a copy that was promptly delivered two days later.

The game comes with 50 cards each detailing German and American forces, 25 command cards with advantages and special actions to play as the skirmish develops, and 25 damage cards. Players customize a force based on card points, deploy several units, then engage in combat. The skirmish game concept reminds me somewhat of what I’ve read about Up Front, the card game version of Avalon Hill’s venerable Squad Leader, though I imagine Spearpoint 1943 is a bit more streamlined than that hard-core wargame.

During the course of combat units can sustain damage in the form of points deducted from their endurance (a numerical value indicative of overall strength). Spearpoint 1943 employs an elegant little mechanic in which a card keeps taking damage throughout the turn, but at the turn’s end it defaults back to either full endurance or, if damaged below half endurance but not yet destroyed, then back to half endurance. Any unit taking more than half its endurance in damage also draws a damage card. Each edge of the card contains text for specific damage effects to one of the four unit types. Tucking the card beneath the damaged unit -- with the specific damage effect edge text showing -- also reminds players the unit’s now at half endurance.

Spearpoint 1943 also uses a few other innovative mechanics I like. The game requires players to commit crew cards when putting vehicles and artillery into play. This might seem like an unnecessary detail in a basic skirmish game, but functions as game balance for more powerful units. Players initially deploy only four cards, so a vehicle card and crew card to make that vehicle operational take up two card spaces that might otherwise go to two infantry units. In playing additional forces from one’s hand one must wait until both a vehicle and the associated crew appear when drawing from the reserve deck.

While the cards at first seem overly complicated with many different stats and the rules might seem a little overwhelming as players try to put together all the numbers and procedures, the mechanics work intuitively when everything’s put together on the game table. (I wouldn’t mind finding rules for solitaire play….) Although the interesting elements I admire don’t seem to fit into any games I’m developing right now, they’re certainly approaches I’ll keep in mind for the future.

Collins Epic Wargames is currently running a Kickstarter campaign to fund a version of the game set on the Russian front (the original Spearpoint 1943 covers tactical engagements during the campaign in Italy in 1943). While I’m not planning on backing this particular version of the game -- I’m not really a huge fan of action on the Eastern Front -- I’d love to see a version covering German and British skirmishes in North Africa in 1942-43.


Billed as an “area control microgame,” Coin Ageconsists of a credit-card sized map with four similarly sized pages of rules; players provide the “pieces” using pocket change (one quarter, two nickels, three pennies, and four dimes for each player), though the Kickstarter campaign has already funded the stretch goal of a set of punchboard coins.

The game’s innovative mechanic involves using the coins not only as randomizers to determine player actions but as available pieces to place on the map to control territories. One player is “heads” and the other “tails,” enabling all coins to serve as double-sided counters on the board. Players “roll” (or more accurately “slap!” as demonstrated by the Kickstarter video) the two-sided randomizers (“coins”), with the combination of heads or tails to match the player’s side determining what actions the player can take: placing one, two, or three coins matching the player’s side, moving an already placed piece to an open territory, or even capturing an already placed piece and adding it to their “bank” of available coins to “roll.”

Players aren’t limited to placing pieces on empty territories; they can put a piece on an opponent’s piece on the board as long as the coin is physically smaller than the one upon which they’re stacking. For instance, a player might put a nickel on top of their opponent’s quarter, taking that territory as their own; but their opponent can re-take the area with a penny or dime on a later turn.

The game ends -- and the scoring begins -- after someone claims the last open territory or uses up all their coins. Scoring not only depends on who holds the most territories, but who has majority control of several “regions” consisting of one, two, three, or four spaces. Smaller coins score fewer points than the larger coins, which are already scarce within each players’ bank of available pieces.

Both the “randomizers as pieces” concept and the “stacking territory capture” elements appeal to me, though not for any game I currently have in mind. I could easily see rolling dice and using them with the values they roll as pieces of different strengths (and I’m sure someone’s already done it somewhere). Stacking pieces to capture areas from lesser-value pieces also adds a good bit of strategy to the game: if you make a grab for someone else’s territory you do so at a lower-scoring point value. (Hmmm, the stacking capture mechanic might work for a Gordon Relief Expedition game I’ve causally had in the back of my mind….)

I’m impressed and encouraged by several strategies in Coin Age’s Kickstarter that appeal to me as a potential backer:

Free PDF: Regardless of whether you back it, you can still preview and play the game for free with the PDF download rules and board available at the Kickstarter website. Try before you buy, so to speak.

Low Price Point: The minimum backer level (including shipping anywhere in the world) is a minimum $3, with a suggested “donation” of $5. When was the last time you paid $5 for a well-nuanced strategy game?

Stretch Goals for Everyone: The Coin Age Kickstarter campaign offers a veritable horde of stretch goals that apply to everyone backing the game. As of this writing people who back the game at any level get an additional map on durable “credit card-like” material, cardboard coin tokens (so you can save your change), stickers with the cardboard coin token design to apply to real coins, and -- yet to be unlocked at this time -- one or two additional maps! All this in addition to the originally promised main microgame board and rules. No add-ons or exclusive stretch goals for those backing at extremely expensive levels…just basic rewards for everyone to celebrate the game’s Kickstarter successes.

Support Our Troops: Midway through the campaign Tasty Minstrel Games added an extra backer level in which supporters could not only get copies of the game for themselves, but could also pay to have copies sent to troops overseas through the Operation Gratitude organization. [Edit: Kickstarter administration has since rescinded this pledge level as it supposedly violates their terms in not donating funds to charities...the exact wording and intent of which backers have debated -- and expressed their displeasure with -- at the Coin Age crowdfunding page.]

Ultimately I backed this project for multiple copies, one for myself and a few as gifts for friends.


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Tuesday, December 10, 2013

Holiday Game-Gift Recommendations

I don’t have many gamers on my holiday gift lists; most folks just get one of my stollens (a German holiday bread I bake in several massive batches). But I like to think I’m qualified to make a few recommendations to those seeking gifts for people on their list who have enough of a casual interest in games to draw them further into the adventure gaming hobby.

GamingPresentsI’ve previously discussed several games suitable for borderline gamers and a few we’ve tried (or would like to try) as supervised games with young children. After reviewing those lists, I’m still convinced they’re right for casual gamers seeking a more involved play experience.  

Here are a few additional suggestions to add to the long lists from those other posts:

Gift Certificates: Gift certificates allow recipients to browse on their own and select something that interests them first-hand. Get one to a Friendly Local Game Store (FLGS), if one exists nearby; or to Amazon.com, which enables one to order from a broad range of game products or, if all else fails, an interesting book (or book download…). The FLGS gift certificate exposes them to a deeper slice of the adventure gaming hobby since it gets them into the store and focuses their browsing (and purchasing) on concrete items they can explore by reading sales copy, talking with staff, and in some cases even trying demos of games that pique their interest.

Books: Several books come to mind that might interest casual gamers and help them think differently about the adventure gaming hobby. A.C. Bell’s classic Board and Table Games from Many Civilizations (which I’ve featured before) offers an exhaustive study and catalog of traditional games from different historical periods and geographical regions, with discussions of the games’ origins, explanations of typical and alternative rules, and diagrams showing boards and demonstrating gameplay. Game scholar Professor Scott Nicholson summarized his research and analysis on both analog and digital game experiences in libraries in Everyone Plays at the Library (another title I’ve previously discussed here). The book offers a framework for evaluating and discussing games in a social context to help determine what kinds of games are idea for different audiences and venues, including many game suggestions. Those interested in the origins of the miniature wargaming hobby might enjoy one of the seminal works on the subject by one of the fathers of science fiction, H. G. Wells. His Little Wars (and the associated Floor Games) in many ways laid the foundation of modern miniature wargaming (along with the Prussian Kriegsspeil). While the text remains available for free online and in the public domain, several good print editions exist that are worthy of any wargamer’s library. Those seeking a suitable magazine gift might find a copy of Wargames Illustrated to tempt the history-minded reader with gaming possibilities, good cartography, and fantastic photography. Single copies often occupy the magazine racks in miniature wargaming-heavy game stores (particularly stocking Batlefront’s Flames of War supplies) and subscriptions are available online.

Euro-Style Games: More big-box retail outlets like Target and Walmart have started stocking more sophisticated board games than the usual fare of Candyland, Sorry, Risk, and Monopoly. Such popular games as Settlers of Catan, Ticket to Ride, Carcassonne, Smallworld, and Forbidden Island (or Pandemic, its more darkly themed cousin by the same designer) remain familiar to adventure gaming hobby enthusiasts but are still slowly breaking into the mainstream cultural consciousness (I’ve even seen the Star Wars: X-wing Miniatures Game at the local Target alongside Settlers of Catan.) The aforementioned games remain high in popularity among gamers (and retailers) and consist of what amounts to my list of “top” Euro-style games I’d recommend to friends seeking to dabble in the adventure gaming hobby.

Most gamers remain well-connected to internet resources, particularly venues like Amazon.com where they can maintain “wish lists” with relevant products. You don’t have to order from those online venues, but they offer a glimpse into what kinds of games -- generally and specifically -- gamers might want…just see if you can find them at the FLGS before ordering online.

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Tuesday, December 3, 2013

Appropriate Games at the FLGS

Upon hearing that a new Friendly Local Game Store (FLGS) opened in my town a mere 10 minutes’ drive from my house -- unlike the other good FLGS in the area, at almost an hour’s drive -- several people commented that I now had a place to a) run a classic D6 Star Wars Roleplaying Game session or b) run playtests of my game projects in development. While I’m flattered by the suggestions, the FLGS is no place for such blatant displays of fond nostalgia or self promotion; however, game conventions remain one of the best places to indulge in unsupported “dead” games and test new projects with some willing gamer guinea pigs.

It’s one of those common sense rules one might think goes without saying; but younger people are coming into the hobby, and some folks don’t generally maintain an awareness of such game-etiquette nuances. A call recently went out from my other, farther FLGS seeking people to run roleplaying games…with the understandable caveat that the games use rules currently offered in the store. It’s a gentle reminder to help avoid misunderstandings and bruised feelings when we interact, especially with such a face-to-face social activity as games in the FLGS.

The FLGS is a business and relies on sales. While some accommodate loyal customers running games not sold by the store, most expect players to run games currently available on the shelves. Even then, I believe if I drop in to use the FLGS’s open gaming space -- and the store doesn’t charge a fee to do so (some do) -- I feel obliged to either make a game purchase, however small, and if I can’t find something relevant to my gaming interests, I buy a soda or two.

I’ve enjoyed my two forays into gaming at the new FLGS in town. One Friday night -- the night the store designated for both Magic: The Gathering and the Star Wars: X-Wing Miniatures Game -- I brought along my ships and starfield felt to play with a friend from our occasional board game group; he’d previously only played with the extremely basic but engaging quick-start rules with several other friends and our Star Wars-obsessed toddler, the Little Guy. (I’ve discussed games acceptable for toddlers with adult supervision before.) So this evening provided an opportunity to try the full game with its numerous complexities that enriched gameplay. We had a great time and met a few other players trying out the game. My friend bought a graphic novel and I bought a soda, so we felt we’d duly discharged our minimum loyal customer obligations.

Then last Saturday afternoon the Little Guy and I needed to get out of the house. He’d spent most of the day watching somewhat-kid-acceptable kaiju DVDs and Return of the Jedi and had done little else; my wife needed a break, and I just needed to get out. So the Little Guy and I packed up King of Tokyo and my box of Star Wars: X-Wing Miniaturesand headed out to the new game store. After looking around at games we checked with management and found a spot to pull out King of Tokyo. After finally winning a game we took a break, checked out some of the other games running in the store, looked at some merchandise, and then returned for a quick X-Wing Miniatures Game. The store staff was very friendly and had a great time talking with the Little Guy, who can be extremely gregarious with adults. We felt very welcome and the Little Guy felt at ease. As a reward for his good behavior and to take advantage of the store’s Thanksgiving Weekend “Buy One Get One Half Price” sale (and some credit I had from old comics I’d traded in) we bought another A-wing fighter and the HWK-290 (a ship I’d been lukewarm about, but can be ideal for either a Rebel-allied smuggler ship or a bounty hunter ship) to round out our available forces.

Much as I’d like, I wouldn’t consider running any kind of game at either FLGS that those stores did not actively carry, especially games I’m developing that aren’t yet for sale or might only see release as a PDF available online. Granted, that limits me in what I can play there in the fields of roleplaying, board, and war games; but I respect the FLGS as a brick-and-mortar retail establishment. Some stores don’t mind what customers run, and that’s fine; others charge a small fee to use open gaming areas, and one might see that negates any obligation to run games available in the store. But overall it’s just good manners to make sure the games one runs at the FLGS are acceptable to management…and to respect the store’s decision.

Game conventions offer a good environment in which to run old games or try new designs still under development. A good con offers a wide range of gaming to cater to a diverse crowd, from “dead,” unsupported or out-of-print games, obscure games, or those yet-to-see-publication that creators wish to playtest. Although many conventions offer dealers halls, no obligation to exclusively run particular games exists. While conventions still reserve the right to approve and schedule games according to their own considerations, they’re generally more receptive to offering games one might not find in the FLGS.

I have several games in development I’m looking forward to testing at upcoming conventions. I’m hoping to playtest my beginner-friendly set of tank wargame rules with progressive, add-on complexity (tentatively titled Panzer Kids) at a few small wargaming conventions this spring. I may try playtesting my fantasy roleplaying game rules -- something with a retro-clone feel but some innovative yet basic dice mechanics (an engine we’re calling the Oracle System) -- though I’ve yet to find a suitable regional convention for that. And I always look forward to running a good old D6 System Star Wars Roleplaying Game scenario at game conventions.


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Tuesday, November 26, 2013

Competing Game Sources: FLGS vs. Online Retailers

Where do you buy your games? That’s one of the contentious questions that can easily fragment the broad gamer community. Do you buy exclusively from your Friendly Local Game Store (FLGS) or from online retailers; and do you back Kickstarter game products? In discussions we often veer toward extremes to make our point. Some folks loyally shop only at their FLGS while others assert online vendors offer better deals and a greater range of available product. Although Kickstarter provides some unique opportunities for new games across genres and styles, it certainly can’t cover all of a gamer’s needs, though it might siphon off money otherwise destined for the other two sources. What’s best for gamers and what’s best for the game sources?

We Want YouIt’s a challenging balancing act between three sources and the diverse interests of gamers. On one hand you have retailers (and creators/publishers in the case of Kickstarter) trying to survive and succeed financially. On the other you have consumers trying to satisfy their gaming needs for the best price…or at any price to loyally support their sources. All considerations have their merits.

FLGS: Local establishments offer great incentives for gamers, including in-store gaming space, a face-to-face gamer community, a chance to physically examine games (sometimes even offering demo copies to try), the opportunity to purchase and possess an item without delay, and discounts for frequent customers. While they might not stock every item gamers want, most seem willing to make an effort to special order particular items for customers. They can’t always offer the deep discounts some online retailers provide, but they make the most of their physical location as a community hub for gamers -- game space, copies for review, special events, friendly staff and customers -- all of which contribute to the overall play experience of the games customers buy.

Online Retailers: Ordering merchandise online offers more convenience and discounts to many modern shoppers, and gamers are no exception. The internet helps expedite finding products, comparing prices, and ordering, though this alternative often includes additional shipping charges and a wait time for delivery. But not everyone has a FLGS within reasonable travel distance, nor is the local game store always the supportive, friendly place gamers expect. Some material -- particularly PDF gaming product -- is only available through online venues like DriveThruRPG.com. Online retailers are part of the free market competition inherent in our economy, though some claim a sale online takes money away from the FLGS.

Kickstarter: This model throws an odd wrench into the debate between online and FLGS sales. Individuals pledge to back projects in development, paying only after the campaign has raised the requisite funds (and not paying if it doesn’t reach its goal). Stretch goals and add-ons offer more goodies should a project exceed its funding expectations. While management claims customers are backing projects and not “purchasing” items, per se, project developers are essentially marketing product directly to consumers. In some cases Kickstarter-funded games remain exclusive and unavailable through the general retail stream (online or FLGS); but most use Kickstarter to fund an initial run of a game (including set-up costs), offering backers an early copy of the game before general distribution to the public. Kickstarter projects cater to a very narrow spectrum of gamers; matching gamer interest with affordable backer levels keeps these games from breaking too far into the mainstream…but they still siphon off money gamers might otherwise spend on either online or FLGS purchases.

I sometimes see some pretty intense animosity between advocates of one particular game source. Understandably the FLGS, being a brick-and-mortar entity, might see online retailers and Kickstarter games as taking money from customers who might otherwise support their store with those dollars. Gamers buying through online vendors might argue such websites offer deeper discounts than they might find at the FLGS. Proponents of Kickstarter projects enjoy many benefits from backing projects they like, including purchasing the newest and shiniest games before they’re available elsewhere (if at all) and supporting creators and publishers directly, with all the interactive experience Kickstarter offers.

As a gamer I spread my dollars primarily between my FLGS (two stores, since one just opened within 10 minutes of my home) and interesting Kickstarter game projects. I sometimes save up to purchase from vendors at conventions I attend, though I consider this an extension of the FLGS model. I rarely use online retailers; although I maintain a wish list on Amazon.com, I do so more for the benefit of friends and family members looking for gifts and to remind myself of games I’d like to acquire. I back game-related Kickstarter projects that combine interesting subjects, engaging gameplay suitable to my style, and an affordable price point to acquire a physical copy of the game. This isn’t a detailed financial analysis of my game spending habits, but I’d ballpark my game spending at about 80% FLGS and 20% Kickstarter.

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Tuesday, November 12, 2013

Holiday Gaming with the Kids

As we rapidly descend into the Vortex of Chaos caused by the American holidays (typically including Thanksgiving, Hanukkah/Christmas/Kwanza, and New Year’s), thoughts turn to gatherings with family and friends…and games. I’ve reminisced about games at the holidays before: the sense of fantasy inherent in the season, the gaming-related gifts, the time to play around with one’s hobby, new toys, and friends. As my son nears the four year-old point and the coming holiday season, I started thinking about gaming with kids. HistSWGame


By “kids,” I mean preschoolers in the three- to four-year-old range, possibly as old as five or six. Some of these insights might help parents introduce older “kids” to the adventure gaming hobby, but by those ages they’re reasonably bright enough to know what engages them and thus dive into anything (like gaming) with the possibility of challenging fun (and opportunities to best their parents). I’m limiting my own discussion to board games, since, at this young age, the only roleplaying activities I expect them to show any interest for remain creative play options with toys, even if those toys are PlaySkool Star Wars figures, Disney’s Cars toys, and other normal-play fare.

Gaming with kids presents a wonderful opportunity for family time together, not simply sitting around basking in the feel-good glow of the holidays, but interacting in positive ways that can have lasting effects on behavior. We’ve established a weekly “family game night” with our Little Guy, trying some of the fare listed below; he looks forward to it every week and seems open to trying new, appropriate games. Whether he’s really understanding the games at this age, we’re still making important gains:

* We’re spending family time together without the constant distraction of electronic devices.

* He’s reinforcing lessons from preschool: following instructions, identifying numbers, letters, and abstract gaming symbols (okay, he’s not learning that last one at preschool…), realizing his actions have results and influence other people’s actions.

* He’s learning some basic gamer etiquette, such as being careful with food or drink around games, following game instructions, taking turns, re-rolling dice that tumble off the table, respecting game components, and generally learning to take advances and setbacks, victories and defeats in stride (or at least without tantrums).

My general tips for gaming with youngsters usually fall back on gentle, encouraging parenting. Some games require simplification of rules. Some require an adult to offer a good deal of assistance simply to get through a turn, though our experience has shown kids quickly learn for themselves and eventually refuse offers of help. Use games as “teaching moments” to learn numbers and letters, right and left, turn-taking, and good behavior. As adults we join games as regular players; while we sometimes give the Little Guy an advantage (playing the Millennium Falcon in the X-Wing Miniatures Game, for instance), we don’t usually hold back during games to let him win outright…he has to work for it.

Games We’ve Tried

While I have visions of my son several years from now sitting down to face his father over such games as Memoir ’44, Ticket to Ride, Smallworld, Sirocco, Axis & Allies, Carcassonne, and Ra -- not to mention the possibilities roleplaying games offer -- I realize he’s capable of only limited game challenges right now, as are most kids in the three and four year-old ranges. We’ve tried a number of games with the Little One over the course of many family game nights and a few games on weekends or with friends…and most have proved successful:

Dino Hunt Dice: This affordable, fun little game from Steve Jackson Games lets kids enjoy rolling dice and then identifying the three kinds of dinosaurs, the leaf result (dinos hiding), and the stomp result (dino hunters stomped!). Kids love dinosaurs and the game theme of hunting them tricks them into learning to identify the symbols, count their captures or stomps, and decide whether to continue and press their luck. It’s a much more thematically acceptable alternative to the game’s cousin, Zombie Dice (I’ve discussed our experience with Dino Hunt Dice in greater depth before).

Star Wars: X-Wing Miniatures Game: After seeing it played at a convention, the Little Guy wanted to play it himself. He’s seen enough Star Wars toys around the house -- and finally saw Episode IV A New Hope (it’s just good parenting) -- so he knows most of the major characters, locations, and plot points. We bought the starter set and a few (okay, more than a few) extra ships, including the Millennium Falcon, which is “his” (it also helps that it has a 360-degree field of fire, unlike other fighters that have to maneuver to line up shots). The extremely basic quick-start rules included in the game provide a practical set of rules he can follow while still keeping the adults interested. We’re hoping we’ll eventually graduate to the regular rules to enjoy more of the game’s complexities, but we occasionally work in some advanced rules, particularly those related to asteroids (though we’ve played with a basic, programmed Imperial shuttle intercept scenario, too).

King of Tokyo: The Little Guy inherited his mother’s love of kaiju movies, so this game -- with its push-your-luck dice mechanic, monster stand-ups, and power cards -- seemed a good one to test the bounds. Initially he needed some guidance in determining what he wanted to do with his dice and getting through the turn sequence, but he quickly caught on and rejected all assistance. Heck, he won the first two games we ever played! Although it’s not always apparent he’s actually using a strategy, he enjoys rolling gobs of oversized dice and collecting enough energy cubes to buy monster power cards with cool illustrations (again, without really exhibiting any strategy beyond the exciting appearance of the pictures). His favorite monster? Cyber Bunny.

Pizza Party: I found this in a local teacher store and thought the Little Guy might find it interesting, especially considering I make homemade pizza once a week, a ritual with which he often helps. It’s less a game and more an exercise in matching dice-rolled toppings to pizza cards; but it still keeps the Little Guy engaged and hones his skills at matching symbols (and rolling dice). I’ve modified it to focus solely on him rolling dice, identifying the symbols, and matching them to slices. I have some doubts about the game -- shrimp and sardines figure prominently as toppings, while olives and onions were not included -- but, using a similar competitive mechanic as Roll for It (see below), it might have more promise.

Star Wars: Escape from Death Star: The Little Guy saw Kenner’s classic board game high on a shelf in my office -- a relic of my earliest days of board gaming and sci-fi fandom -- and insisted we try it. The cardboard stand-up pieces have seen better days, the spinner often landed on a line between numbers, and the cards seemed quite arbitrary, but we all had fun bumbling around the Death Star trying to get the plans and shut off the tractor beam before escaping to the Rebel Base. I recall frequently playing it with family and friends in my youth, the first manifestation of my love for Star Wars. The Little Guy took to it easily, though he had some trouble navigating the board.

Games I’d Like To Try

Several games wait in the wings to try with the Little Guy. Some we’re just waiting for an opportunity to introduce, others we hope can push his bounds a bit further when he’s ready:

Wings of Glory: The forerunner of the Star Wars: X-Wing Miniatures Game engages my interest in World War I and II and has miniatures that capture the Little Guy’s eye. The one item he insisted I buy for him at a convention was a “cow bomber,” the Heinkel 111 plane for Wings of Glory WWII in arctic camouflage, white with dark green blotches, looking somewhat like a holstein cow’s coloration. The game’s use of cards for movement and maneuvers seems more intuitive and less complex than the full X-Wing Miniatures Game. Should we try this I’ll streamline the rules and simply have each participant reveal a maneuver card simultaneously (using only the slow maneuvers in the WWII version) before resolving shots and damage instead of plotting out two or three cards at a time. The Little Guy has requested we play “Daddy’s airplane game” sometime, so this remains high on our list.

Dungeon!: Wizards of the Coast/Hasbro re-released this classic fantasy board game with new artwork and components, and my parents -- who’ve nurtured my interest in sci-fi/fantasy and adventure gaming from the start -- got it for my birthday. It seems fairly straightforward as heroes explore the dungeon, defeat monsters, and take their treasure. The rules offer a very basic gameplay, though I’d expect adults might have to guide youngsters through the more involved procedures like traps and spells. While the board artwork seems impressive, I’m not sure it clearly indicates corridors and spaces well enough for a three year-old to navigate during gameplay. Many of the numerous components are quite small, including the illustrations, which normally remain key in captivating a kid’s interest. We’ll see if the box, board, and card artwork tempt him enough to at least start a game.

Roll for It: A copy of this recently arrived in the post as a backer reward from the game’s Kickstarter campaign. Players roll dice and match them to cards showing different combinations of results. Match all the die faces and take the card to score. The basic gameplay allows multiple players -- each with six dice of the same color -- and offers a nice balance of random die results, resource management, and press-your-luck. The Little Guy likes his dice and makes a great show of rolling them, so this one’s high on my list of new games to try.

Whatever the age of your kids, we encourage you to shut off the television, turn off the tablets and phones, and sit around the table this holiday season to enjoy some face-to-face gaming and make some fond family memories.

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Tuesday, November 5, 2013

To Attend or Not To Attend

I enjoy attending gaming conventions; but the past few years I’ve altered my con-going habits thanks to changes in my own life and the ever-fluid convention scene itself. A great deal has to do with transferring my promotional activities from live conventions to online venues, leaving me free to enjoy conventions as an adventure gaming enthusiast without the additional obligations required of a gaming guest.

The Way It Was

Years ago, even after West End Games’ bankruptcy pushed me out into the world of non-corporate-affiliated freelancing, I maintained a regular convention attendance schedule at local conventions -- with occasional appearances at a few not-so-local cons -- as a gaming guest. I ran roleplaying game sessions to showcase my own materials (as well as the obligatory nostalgia D6 Star Wars game) and promoted my activities on panel discussions and at a dealers room table when possible. Granted, this was in the early days of the Internet Age (the late 1990s and the early 2000s), with such social networking sites like Facebook and Google+  yet to come into their prime.

As a freelance game designer and publisher of my own material, attending conventions had their benefits and drawbacks. Creators derive a great deal of satisfaction and encouragement from positive interaction from fans, particularly face-to-face. Conventions offered an opportunity to run games first-hand, giving games an in-person taste of my own gamemastering style featuring my original material. Panel discussions challenged me as a guest to speak meaningfully on a relevant gaming-related topic, often one not directly related to my own work but one that pushed me beyond my comfort zone. Downtime allowed me to simply hang out with fans talking about topics ranging from upcoming releases, stories from behind-the-scenes at West End Games, and the inevitable talk of how to break into publishing or produce their own game. Not every interaction generated a sale, but the face-to-face contact helped make the convention memorable for many con-goers who subsequently became longtime fans of my work.

Attending a convention as a gaming guest takes a lot of time, effort, and money which sometimes interferes with other priorities (family, day job, household, and freelance work). My typical outlay of effort for a convention included printing out scenarios, tent cards, pre-generated characters, and promotional signs for games (sometimes even creating a new adventure wholesale instead of pulling material from my gaming repertoire). Travel, hotel, and food expenses require a significant outlay, especially for someone “working” the convention instead of a con-goer with the freedom to enjoy the entire con. Only a few conventions cover their gaming guest of honor’s hotel expenses (a practice rapidly becoming extinct in the struggling economy); even well-known gamemasters with publishing credits simply get a free convention admission badge as compensation for running games. Game designers can sometimes offset expenses with revenue from a dealers room table, but many conventions have limited such venues to “author alley” tables shared with others over reduced hours.

I still post my criteria for attending a convention as a gaming guest on the Griffon Publishing Studio website -- a complimentary hotel room being the main requirement (since it’s the greatest expense) -- along with the various benefits my attendance could bring to a con. Nobody’s taken me up on it in a number of years; I don’t worry much about it, as attending conventions as a guest has passed beyond an essential strategy in promoting my game design activities and become more of a tertiary luxury.

Interacting with the Gaming Community

For years I’d occasionally debate a longtime gamer friend who questioned why I placed so much emphasis on attending conventions to meet fans and showcase my roleplaying game materials six players per game session; he argued my time was better spent using the internet to reach out and cultivate new customers. Interaction with the gaming community has transformed so much since the mid-1990s and even the early 2000s, when I was still regularly attending conventions. Thanks to the glorious advances of the Internet Age game designers can still remain involved with the gaming community and assertively market their products without attending a single physical convention. Press releases go out to numerous adventure gaming news sites. Many of those offer forums for announcements and other dialogue with interested gamers. Podcasts and other interviews offer opportunities to promote one’s work. Electronic storefronts like DriveThruRPG.com provide publishers with tools to directly market materials to past customers, those with related items in their “wish lists,” and those following favored publishers. Blogs and websites allow creators to directly speak to their audience, offering behind-the-scenes insights, word of new developments right from the source, and free promotional materials. Playtesters review and comment on material online. Designers can even run playtest sessions of their own, or just run games for fun, via online tools like Google+ Hangouts. They can even run events at an increasing number of online virtual conventions.

I’m not saying face-to-face interaction at actual events has no value. I still believe it’s worthwhile in building an audience and promoting new product; but the internet has made the daily accomplishment of this objective much easier and more effective than promoting one’s games among a handful of gamers from one con to the next. Certainly game designers should attend conventions when possible; but it’s no longer an essential strategy in marketing one’s creations.

Changes in My Life

Certainly changes in my life have limited my involvement with gaming conventions. Juggling a family, household responsibilities, and some spare time for game writing and development doesn’t leave a lot of time or energy to do conventions properly. Schedules and finances remain subject to other, more important forces, with conventions rating rather low among numerous priorities. As a full-time stay at home dad, I’m also charged with raising our three year-old; as he shows some interest in his parents’ geeky pursuits we’re gradually introducing him to our activities, including gaming.

Most of my interactions with gamers takes place on the internet, posting about my game design activities on Google+ and Facebook, writing weekly about adventure gaming developments on two blogs (Hobby Games Recce and Schweig’s Game Design Journal), posting press releases about product on various websites and forums, discussing new ideas and game materials with trusted playtesters, maintaining the Griffon Publishing electronic storefront and offering occasional deals at DriveThruRPG.com, and occasionally holding conversations through Google+ Hangouts or in forum exchanges. Conventions as the means of interacting with gamers and potential customers have become less a necessity and more a luxury, a marketing opportunity above and beyond what I’m able to accomplish over the internet.

Enjoying the Hobby

After a short respite from attending my regional gaming conventions, I’m returning to look at the con scene with as a means of celebrating the adventure gaming hobby. Conventions offer an opportunity for me to attend as a game enthusiast without the scheduling and time obligations required of a gaming guest. I certainly enjoy running games occasionally, but I’m not beholden to them as a guest who feels a duty to entertain con-goers constantly. I can attend panels and play in games, hang out with gamer fans and friends, and enjoy a far more relaxed experience.

I’m looking forward to attending some local conventions with roleplaying game programming, in part to run a session promoting some of my own game work, but primarily to play in other games I enjoy. And if I happen to run into old friends and fans, all the better; I’m always happy to talk about my game-industry past, promote my current projects, or just reconnect with old friends.

As always, I encourage constructive feedback and civilized discussion. Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.