A
package from Lulu.com recently arrived containing a few books of
interest, two titles I knew I wanted – Bob Cordery’s Developing the Portable Wargame and
Dyson Logos’ 2016 Dodecahedron Cartographic Review
– and
one I discovered on a periodic search of the Lulu site (which still
doesn’t have a wishlist function or any means of more specifically
searching categories)...Damian Gareth Walker’s A Book of Historic Board Games. Frequent readers know I keep a shelf of books about games across the adventure gaming spectrum,
including those about more traditional board games like R.C.
Bell’s Board and Table Games from Many Civilizations, David
Partlett’s The Oxford History of Board Games, and Jeffrey A.
DeLuca’s comprehensive Medieval Games. Walker’s
contribution proves a worthy edition to my reference shelf and opens
the door to other resources to aid one’s exploration of more
traditional board games from throughout history. It invites readers
to discover board
games from across history and cultures, a
pursuit that
can vary our diet of adventure games.
Tuesday, October 10, 2017
Tuesday, September 26, 2017
Games Influencing Real Life
Recently I’ve noticed a number of game-related items demonstrating
how powerfully games can affect real life when they move beyond the
comfortable confines where we safely enjoy them: the kitchen table,
family game night, the game club shed, teen gaming day at the
library, the Friendly Local Game Store, game conventions. Certainly
games occur in reality – read Johan Huizinga’s Homo Ludens
and one learns games and game-like activities occupy particular
spaces in which specific rules of play operate – but when games
move beyond their usual boundaries they can exert a positive
influence in the real world, sometimes just for fun, sometimes for
serious issues.
Tuesday, September 12, 2017
A Wealth of Printables
The recent release of S. John Ross’ HexPaper Pro reminded me
how much the technological advances of the Internet Age have enhanced
our collective gaming experiences. It wasn’t too long ago – in
what I like to call the “Golden Age of Roleplaying” (the early
1980s) – that some of us purchased pre-printed character record
sheets and hoarded graph paper given our limited resources and lack
of home publishing technology. Today computers, printers, and the
internet give us seemingly unlimited access to printable game
accessories (paper minis, graph/hex paper, maps, adventures), PDF and
print products available through online e-storefronts, and to a
worldwide community of fellow gamers.
Tuesday, August 22, 2017
Gamer’s Gambit Demonstrates Store Ideals
Everyone has their ideas about what makes a good Friendly Local Game
Store (FLGS). I particularly value a friendly staff, comprehensive
inventory, and plenty of play space, all of which goes a long way to
cultivating a sustained and diverse play community. I’ve visited
many games stores in my 35+ years in the adventure gaming hobby as a
player and writer. Even where I live now, on the medieval frontier of
Northern Virginia (the medieval side) I’ve discovered several game
stores, some closer than others, that hit the marks quite well
(though some, always the closest, seem to have a habit of closing
after just more than a year in business). My family recently had an
excellent experience at an FLGS, this time while on our annual
pilgrimage to visit family in New England, and it reminded me what
makes for a successful FLGS.
Tuesday, August 15, 2017
Solitaire Board Games on my Radar
I’ve talked about solitaire roleplaying game adventures and solo
wargaming before, but not a whole lot about solitaire board games.
Although the common perception places “games” in the realm of
activities engaged with groups of people, I feel solitaire gaming
across the broad spectrum of the adventure gaming hobby has value,
whether to satisfy the urge for an interesting interactive story
(“Curling Up with Solitaire Gamebooks”), teaching rules and
introducing a setting (“Solitaire RPG Tutorial Adventures”), or
any number of other beneficial applications. I’ve often lumped solo
board games in with my occasional broad overviews of the state of
solitaire gaming: “Celebrating Solitaire Play” and “Solitaire Play Addendum” come to mind. For whatever reason – my
introversion, a lack of a stable gaming community, my
slowly-increasing misanthropic tendencies – I’m exploring more
solo board games these days. It certainly helps that I’m seeing more solitaire
offerings in this field on my gaming radar.
Tuesday, July 25, 2017
Adapting Games for A Play Community
“It’s not winning
the game that makes the game fun. It’s playing that makes the game
fun.”
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
Tuesday, July 11, 2017
Random Encounter Motivations
Monsters
serve as the default antagonists in
Dungeons & Dragons and its derivatives (primarily many games
developed in the spirit of the Old School Renaissance or OSR).
They’re the focal point of the entire hack-and-slash mentality:
kill the monsters and take their stuff. The character advancement
structure of these games encourages this kind of play. Fighting and
killing monsters not only earns experience points for the deed but
points based on the value of treasure plundered from dead monsters
(an aspect of the game’s design I’ve examined before). Certainly
elements like the “Monster Reactions Table” can mitigate these
presumptions. Yet a creature’s own motivations might affect how
they react when encountering adventurers just as much as the
adventurers’ openly displayed intent. This becomes particularly
important for randomly determined creatures – as “wandering
monsters” or in randomly generated dungeons – who don’t always
have motivational cues based on a particular location. For instance,
in a published scenario, four orcs in an evil wizard’s guard room
have an assumed role to keep adventurers out, sound the alarm, and
try to kill or capture intruders; but four orcs encountered as
wandering monsters don’t have such clear cues regarding their
motivation and hence their reaction to meeting adventurers. What if –
before rolling on the “Monster Reactions Table” – we consulted
a “Creature Motivation Table” to determine their intent when they
stumble upon adventurers?
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