The local game store not 10 minutes from my house closed suddenly
back in December after a wonderfully entertaining run of just over
one year. I’m still bitter about the abrupt closing, the
circumstances of which I’ve heard are surrounded in controversy,
opportunism, and betrayal. I’m perhaps most upset by the loss of a
place where I could hang out and play games with friends, check out
the latest game releases, and enjoy hobby-specific events. I did not
buy more than I usually would from a game store – one or two
Godzilla comics a month for the Little Guy, an odd game here
and there, some X-wing miniatures, and one special ordered Wings
of Glory plane (also for the Little Guy) – about the dollar
amount and game volume I’d normally do from a brick-and-mortar game
store in a year (more, actually, if you include the comics). Being so
close to home it also served as a great place to gather with fellow
gamers, most notably for weekly X-wing miniatures games and an
occasional tournament; I also enjoyed spending International Tabletop
Day there trying out new games.
Despite this loss of a Friendly Local Game Store (FLGS) my game
buying has somehow increased during the past few months...perhaps not
in total dollar amount, but certainly in numbers of product. In
taking a general look where I spend my adventure gaming hobby money,
I find some interesting voluntary shifts that had little to do with
the involuntary loss of the FLGS.
Game Stores: I still frequent the other FLGS (“local”
in the sense it’s almost an hour’s drive away) and usually pick
up some miniatures, terrain, or other, not-too-expensive bit, just to
do my small part. Occasionally I make a pilgrimage to a game store
I’ve heard about a farther drive away, or if we’re traveling and
I happen to scout out a potential store to visit. Unfortunately even
the closest FLGS remains far enough away that a casual visit isn’t
a consideration; I have to plan for a trip, usually combined with
other errands, and rarely have the time I’d like to even browse,
let alone join in a game or event. They’re often quite helpful in
special ordering hard-to-find items, though I’m finding internet
venues far more fulfilling and cost-effective for specific games (see
below). Given the distance involved, however, the FLGS has diminished
in its role providing me with game materials – a regret since I
value actual locations that offer both shopping opportunities and
spaces to gather and spend time with other gamers – but that
doesn’t mean that I’ve stopped supporting brick-and-mortar
establishments altogether.
Tuesday, May 26, 2015
Tuesday, May 19, 2015
Gaming Artifacts: Homemade Modules
“Imitation
is the sincerest form of flattery.”
– Charles Caleb Colton (1780-1832)
I’ve put off discussing these particular artifacts from my earliest gaming days because, frankly, they’re awfully embarrassing. Compared with my subsequent work – in the course of more than 20 years in the publishing and adventure gaming industry – they’re irredeemably horrible. I count them with my amateur attempt at a gaming fanzine among the relics I wish simply didn’t exist; yet I keep them around not simply for shameful nostalgia, but because they were an integral part of my earliest, enthusiastic gaming days.
In my first years exploring roleplaying through Dungeons & Dragons (primarily Moldvay-edition Basic/Expert D&D, but also Advanced D&D) I created a number of my own adventure modules for our small gaming group of neighborhood kids (some I wrote down as created by my brother, who was somewhat reluctantly dragged into my gaming hobby). I dubbed those periods my “D&D Summers,” the months off between school years in high school shortly after I discovered D&D at the end of junior high. I filled my time with creating scenarios and settings, running games for friends, painting miniatures, exploring new games, and otherwise immersing myself in adventure gaming hobby activities all summer long.
Tuesday, May 12, 2015
Creators & Communities
My current reading of Jon Peterson’s Playing at the World – particularly about early wargaming clubs, newsletters,
and rules – and the recent phenomenal and well-deserved success of
James Spahn’s White Star Swords & Wizardry-compatible sci-fi roleplaying game
demonstrate the importance of game creators setting out to do their
own thing and forging enthusiastic communities around their
creations.
In the earliest pages of Playing at the World, Peterson discusses how members of early wargaming clubs – both traditional chit-and-board games and those using miniatures – published their own newsletters, hosted their own (admittedly small) conventions, and shared ideas for creating game variants or developing new games, ones often distributed within the newsletters or in amateurish mimeographed copies. Clubs and newsletters (the primary means of finding opponents) brought people together not simply to play games but to talk about them, discuss evolving ideas, and share new interests in historical periods. All this engagement fueled the development of new games, including the groundbreaking rules called Dungeons & Dragons....
In the earliest pages of Playing at the World, Peterson discusses how members of early wargaming clubs – both traditional chit-and-board games and those using miniatures – published their own newsletters, hosted their own (admittedly small) conventions, and shared ideas for creating game variants or developing new games, ones often distributed within the newsletters or in amateurish mimeographed copies. Clubs and newsletters (the primary means of finding opponents) brought people together not simply to play games but to talk about them, discuss evolving ideas, and share new interests in historical periods. All this engagement fueled the development of new games, including the groundbreaking rules called Dungeons & Dragons....
Tuesday, May 5, 2015
My Lulu OSR Wish List
Recently I’ve been exploring the Old School Renaissance movement
(OSR) in roleplaying games. It helps me connect with my earliest days
of dungeon-delving roleplaying and my continued preference for the Basic/Expert Dungeons & Dragons rules; it’s also
providing inspiration both for game design and as options for solo
and group play. I’ve acquired many free PDF rules online, but I
can’t really enjoy reading them on the screen and don’t want to
print everything out in cluttered loose-leaf binders or hastily
stapled piles. I’m still a book lover; I can read a printed book
cover-to-cover, even a game book, but can read only small portions of
a PDF book on screen.
Since so many people have published so much OSR material through
venues like Lulu and OneBookShelf, I need to establish a rationale to
limit my purchases and keep them relevant to my interests and play
style. Since the OSR looks back to the earliest days of fantasy
roleplaying games, I wanted to find rules incorporating elements of
my favorite edition of D&D, the Basic/Expert rules
edited by Tom Moldvay. These included a number of elements that
appealed to me: a generally more streamlined and better organized
presentation than AD&D at the time; races as classes
(sacrificing some player options for streamlining simplicity); and a
comprehensive approach to the game, incorporating everything needed
to play in one book. While I appreciate games with approaches
different than my own rationale – and own and have enjoyed many –
for future acquisitions I’m limiting myself to material that might
best suit my own gaming style. I’m also looking for quality
supplements to expand my OSR experience; these don’t need to tie
into one particular rules set as much as offer inspiration for
fantasy roleplaying games. I still need to do my homework. I have
free PDF copies of some of the games that interest me, but I need to
more closely examine many to see if they follow my rationale enough
that I’d want to add them to my print library.
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