Showing posts with label game stores. Show all posts
Showing posts with label game stores. Show all posts

Tuesday, February 17, 2026

Sharing Our Toys

 A toy is seen both as a bauble and as an intellectual machine.”

Brian Sutton-Smith

Sharing my Star Wars Mos Eisley
toys at a convention back in the
20th century.
I have a lot of gaming toys (some would argue too many) and I don’t share them enough. Roleplaying game books. Boxed wargames. Board games. Piles of material for miniature wargames of numerous kinds. Even a few card games. Having a much smaller circle of acquaintances than in my youth — and hence fewer possibilities to gather folks around the table for a game — I’m always seeking new opportunities where I can share my “toys” with others. I also find taking advantage of playing with other people’s shared toys can expose us to new experiences and help evaluate if they’re something we’d pursue on our own.

Tuesday, December 16, 2025

A New Game Store in Town

 Old friends pass away, new friends appear. It is just like the days. An old day passes, a new day arrives. The important thing is to make it meaningful: a meaningful friend — or a meaningful day.”

Dalai Lama

During the Thanksgiving holiday, as local merchants sought to promote business for the gift-giving season, my wife discovered a new game store in town. BrickHammer Hobbies apparently just opened that week and was still pulling things together, but took advantage of the crowds of holiday shoppers wandering Culpeper’s quaint main retail street that Thanksgiving weekend dominated by Black Friday, Small Business Saturday, and Cyber Monday. I’m encouraged, of course, but wary; since moving to Culpeper 20 years ago (I still can’t believe it’s been that long), two other game stores have opened and met their inglorious demise...though we’ve recently had some gaming-adjacent stores open. I stopped by to check out BrickHammer Hobies and make a small purchase...and it started me thinking how I might support the store beyond simply being an occasional customer.

Tuesday, March 25, 2025

A Pilgrimage with Game Diversions

 The Road goes ever on and on / Out from the door where it began. / Now far ahead the Road has gone, / Let others follow it who can!”

Bilbo Baggins, The Return of the King

This past week I made a pilgrimage from my home in Virginia to Indianapolis, IN, to attend the funeral of a beloved uncle...and to spend time with family members mourning his passing and celebrating his extraordinary life and the inspirational impact he had on so many lives. Along the way I distracted myself stopping at two game stores to pick up a few small diversions to feed my and my family’s gaming interests. Now that I’m back home I’m busy unpacking, doing laundry, resuming tasks I left off last week, taking a break to examine my gaming goodies, and getting back into some sense of routine...and spending a little time to reflect on a long four-day trip.

Tuesday, December 17, 2024

My Favorite “Local” Game Stores

With the gift-giving season upon us I’m reminded (somewhat selfishly) of places we can go to find presents for the gamers in our lives. While consumers have increasingly turned to online venues for purchases, I still firmly believe our brick-and-mortar establishments have a great deal to offer. Like any gamer I have my roster of Friendly Local Game Stores (FLGS) I like to support, though in my case, they’re not as much “local” as “regional.” The nearest is a 30 minute drive, the farthest around two hours...meaning I usually make a day trip out of a visit. As a result I don’t shop at them as much as I’d like, but when I go I budget a small wad of cash to spend to support their efforts and add to my gaming library. Most were around before the pandemic; they managed to survive adapting to online orders and sidewalk pick-up, implementing careful masking and distancing protocols when allowed, cultivating a generous gaming community, and soldiering on with a staunch persistence. I try making the pilgrimage to the farthest ones once a year; the others I visit when I’m in the neighborhood. All remind me of the qualities for successful game stores and current trends in the adventure gaming hobby.

Tuesday, December 6, 2022

Praise for Noble Knight Games

Great things are done by a series of small things brought together.”

Vincent Van Gogh

I don’t pretend to report on “news” here at Hobby Games Recce and I’ve long ago stopped trying to get excited about every “new hotness” popping up in the adventure gaming hobby. But recent word about one of my favorite online game stores prompted me to draft a short piece about Noble Knight Games (NKG). Ordering from NKG helped distract me from America’s initial hellscape response to the pandemic and offered a diversion from covid precautions and privations. Games from NKG let me sample offerings from new companies, explore different game mechanics, and expand the scope of my hobby activities. And now the company has recognized its workers organizing a union for a better relationship and, ultimately, a better business I want to support.

Tuesday, November 16, 2021

Nothing Stays the Same

 Glory is fleeting, but obscurity is forever.”

Napoleon Bonaparte

Last year around this time I celebrated my 10th anniversary blogging at Hobby Games Recce. I reflected on many elements of my adventure gaming life that had changed. This year, as I mark 11 years blogging here, I wanted to take a broad look at how some elements in the gaming world have changed over more than a decade, particularly things that have disappeared from my gaming scene. I’m not doing a comprehensive review – I don’t have time to skim over more than 400 blog entries – but I’m going for general impressions on a few key observations. In doing so I’m reminded how fleeting anything really is. Games, companies, websites, hobby stores, even online communities come and go. Their popularity and our immense enjoyment of them do not guarantee they’ll always be here for us. We must appreciate what we have in the moment.

Tuesday, May 5, 2020

Game Activity during the Pandemic


For two months the covid-19 pandemic has altered how we live our lives, including our gaming habits. Most world governments imposed limitations on their population (followed more stringently in some places than others). In less than two months more Americans have died than in all the years of fighting in Vietnam. Depending on how soon scientists can develop more effective testing and tracking, vaccines, and treatments/cures, we may never really return to a semblance of “normal” we experienced before. In the face of this deadly pandemic most everyone’s trying to adapt to the new situation: businesses, conventions, individual gamers. No doubt we’ll continue adjusting as conditions change for better or worse. We just have to sit back and see how our efforts affect the pandemic...and until then, we can distract ourselves and find some respite from this grim reality through our modified adventure gaming hobby activities.


Tuesday, January 2, 2018

Resisting the “New Hotness”

Some gamers thrive on industry news and the acquisition of new releases that engage their interests. Others remain content to explore games of whatever type at their leisure, trying a new game now and then, returning to old favorites, even exploring older releases discovered in newly remastered PDFs or used bookstore shelves. The more we stay attuned to the gaming industry and community the more we’re exposed to the excitement of new releases, especially when reinforced by gaming friends, convention promotions, and activities at the Friendly Local Game Store (FLGS). The concept of getting the “new hotness” as soon as it releases is a cornerstone of marketing, one further reinforced by the Fear of Missing Out (FOMO) cultivated in our faster-than-light Internet Age. Some find resisting the new hotness easier than others; I’ve occasionally succumbed to it but find it easier to hold out and be my own gamer as I’ve aged (matured?) and changed my gaming group.

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, June 21, 2016

Attracting Newcomers to Roleplaying Games

The recent discussion over at Tenkar’s Tavern and blog posts like Sword Peddler’s about the effectiveness of Free RPG Day started me thinking once again about how we as gamers, designers, and publishers can draw newcomers into the adventure gaming hobby. It’s a tricky gambit considering roleplaying games are still a very niche hobby, despite popular culture’s general acceptance of Dungeons & Dragons as a permissible geeky pursuit. Most people still associate roleplaying game exclusively with D&D without realizing how many amazing games exist from both established publishers and innovative individuals, in game stores and online, for sale and for free. How can we do a better job of sharing our hobby with curious newcomers?

Free RPG Day is an organized event meant to promote roleplaying games. Since it’s run by a game distributor it has the understandable bias of supporting sales at brick-and-mortar Friendly Local Game Stores (FLGS) that give them business anyway. Just as a distributor can’t force a store to conduct business a certain way, it can only offer unenforceable guidelines on what to do with the “free” loot provided for this event. Free RPG Day is, as its organizers freely admit, no longer about introducing newcomers to the hobby but more about rewarding the hobby’s ardent supporters with free gaming materials. This effort remains highly dependent on the FLGS whose facilities and enthusiasm in hosting these events vary immensely (as well as publishers providing appropriate material). I’ve heard of stores charging for the free items, hoarding them for later sale or giveaways, and not participating at all (like the two closest to me). I’ve also heard great reports of stores with busy play areas, gatherings of avid fans, and attempts at introducing newcomers to the hobby with demo games.


Tuesday, May 26, 2015

Changing Game Buying Habits

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, November 4, 2014

Gaming Spaces

I’ve spent more than 30 years “around the gaming table,” a place that has ranged from the dining room table at home and friends’ houses to game stores, public and school libraries, and vast convention halls. Sometimes “gaming tables” seemed cozy and focused, other times they got cramped, crowded, and loud. I’ve experienced more gaming locations than I can recall, yet both the good and the bad still stand out in my memory and serve as fodder for some disparate – and hopefully amusing – recollections.

A small, regional convention with
gaming tables surrounded by vendor booths.
I started gaming around our modest dining room table, a space normally reserved for holiday meals and guests which I slowly took over for hosting players of various kinds of games. As my circle of gaming friends grew we migrated from one player’s home to the next, usually around the kitchen table but occasionally gathered on den couches or around a coffee table. Weekend afternoons seemed best, but if we strayed into the after-dinner hours the host’s parents often made a cameo appearance at some point to ask us to “keep it down, we’re trying to sleep.” The most hospitable home – the place where everyone went to hang out, whether they were gaming, watching videos, or just spending time together – possessed a seemingly endless supply of chips and soda, had parents who didn’t intrude if we made some noise, and always had a cushy sofa on which we were welcome to crash after game sessions that ran into the wee hours of the morning. (This particular household hosted the memorable New Year’s Eve gaming event about which I’ve reminisced before.) On several occasions friends tried having extended gaming weekends, what some might consider mini-conventions, at their house (or at several homes over the weekend), and these varied based on the general hospitable nature of the family. Understanding parents, comfortable gaming spaces, and plenty of food seemed key factors in successful home gaming environments, at least in my younger days.

I’ve played games in library spaces, both public and academic. I was kicked out of my high school library for nothing more than playing a game I designed that involved dice; the British-born librarian felt that dice were inappropriate (a cultural view I learned about later, from R. Talsorian’s Castle Falkenstein game no less) and hence banished us. I later ran sessions of my Creatures & Caverns game for friends in the cafeteria during free periods. I spent a summer running weekly Dungeons & Dragons games at my hometown public library, butting heads with the two hard-core gamemasters who organized the program because they didn’t feel I was playing the game the way they felt was right. I had a horde of 10 kids all around 10 years old in a meeting room alcove off the main children’s section, hardly ideal for getting very far in the adventures I designed for the program. More recently I spent about a year volunteering at the local public library’s monthly teen board gaming sessions in a large programming room separate from the rest of the library lest we disturb the sacred silence of those hallowed halls; I taught and hosted Pirateer and Forbidden Island. Keeping the potentially loud and boisterous gaming insulated from the rest of the quiet library enables participants to enjoy themselves without worrying that they’re distracting other patrons.

A good game store maintains some space, permanent or temporary, for in-store gaming. Throughout my gaming days I’ve seen a vast range of gaming spaces within stores, from dingy back-rooms near the bathroom and corners hidden behind retail shelves to large portions of the store devoted to tables for board, card, and wargames. I’m grateful both my current Friendly Local Game Stores (FLGS) have ample space for in-store gaming; the closest has eight long, folding tables in four rows occupying the middle of the retail space (with shelves of comics and games lining the walls), and the farther one has half the store space dedicated to game tables, including shelves for storing wargaming terrain and a back room for select games (and a table suitable for roleplaying games tucked away at the back of the retail space). I’ve participated in games at the former – a few X-wing Miniatures Game tournaments, the occasional Saturday night casual X-wing game, some board game demos at International Tabletop Day – and while things can get a little crowded and noisy, the environment remains welcoming to gamers thanks to friendly players and hospitable staff. Both stores have the adventure gaming business savvy to offer sodas and snack foods for sale to cater to gamer’s appetites and give them an opportunity to make at least a small purchase in gratitude for providing a good gaming location.

Gaming in hotel suites sometimes adds
an element of exclusivity...especially
with special guests.
Gaming conventions offer occasional opportunities for exposure to new games and players as well as reliable favorites with old friends. The convention size often dictates the nature of the gaming space. Major conventions like GenCon and Origins host games in a variety of spaces ranging from hotel meeting rooms to vast exhibition halls. Smaller regional conventions often rely on the event space – typically a hotel with conference facilities – scheduling gaming in everything from ballrooms and meeting rooms to hotel rooms with beds removed and banquet tables and chairs crammed into the space. I’ve run games at many conventions, including one in a cavernous and noisy hall at GenCon back in Milwaukee, many in medium-sized meeting rooms and ballrooms with 5-10 tables, and a few stuffed into the aforementioned hotel rooms crammed with one or two banquet tables. I don’t always like the latter; while they often afford privacy and quiet (as long as there isn’t a second table jammed into the room), they remain so well-removed from the main gaming halls the non-existent foot traffic discourages both casual spectators and last-minute participants. I appreciate the quiet, but it seems detached from the general community feeling of smaller conventions. They remain perhaps the best spaces – when not so crammed – for private games, such as any of the Star Wars Roleplaying Game sessions I’ve run where players bid in a charity auction for seats at the table with a famous author guest like Timothy Zahn. At cons I generally prefer gaming spaces closer to other programming activities, whether a large ballroom with many tables or smaller meeting rooms with a handful of tables. Perhaps the most unexpectedly pleasant convention game experience came from player generosity; the game was originally scheduled for a meeting room with several other active tables (with groups that promised to get loud and rowdy), but two of the participants had booked a hotel suite and – with the consent of the rest of the players and a note left at the table – we gladly adjourned to the suite’s dining room table for an intense game fueled by the hosts’ stash of snack foods and beverages.

Where do we play games? The answer often depends on one’s particular type of game, personal resources, and general opportunities. Most broad location categories themselves can range between ideal and intolerable, though lucky gamers find or create gaming situations that work best for them. What makes ideal location conditions for games? Do certain spaces lend themselves better to different games? What kinds of compromises in environment do we make to engage with others in gaming? Despite noise, crowds, and other distractions, gamers can make the best of their situations to focus on their hobby and ensure their own play experience remains positive. The times when I felt the game location seemed disruptive were the times when I allowed those issues to impact my own experience. A positive attitude combined with others helping to improve problematic gaming spaces goes a long way to providing everyone with a better play experience.

Comments....

Want to offer your opinions on gaming spaces? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.

Tuesday, August 5, 2014

Encouragement from Books on the Common

For me a good place to live requires several elements – beyond safe neighborhoods, good schools, and a thriving business community – most people might not consider essential: a local newspaper intelligently informing the community, a Friendly Local Game Store (FLGS), organizations preserving local history, a public library offering programs for all ages and interests, and a supportive book store. I was fortunate to grow up in a town with a small but excellent independent bookstore that managed to survive 30 years despite economic downturns and the growth of digital media in today’s ever-changing Internet Age. The quiet encouragement the owners gave me in my formative years fueled my interest in fantasy and science fiction and helped inspire me to pursue my professional career in writing, editing, and game design.

I first became really interested in reading fantasy and science fiction back in high school. Sure, I’d read Tolkien’s The Hobbit and H.G. Wells’ War of the Worlds, but my involvement with roleplaying games inspired me to explore the hobby’s literary origins. At the time my hometown of Ridgefield, CT, possessed two independent bookstores: Books Plus on Main Street and Books on the Common in a remote cluster of shops near the main Copps Hill Plaza stores. Each had a small bookshelf unit set aside for the then-meager selection of fantasy and science-fiction paperbacks available at the time.

In the summer of 1985 – right before my senior year of high school – I rode my bicycle into town once a week to Books on the Common to purchase a new novel to devour over the next few days. Back then most paperbacks cost $3.95, which worked out to a convenient $4 and a quarter with sales tax, an affordable weekly treat. Once I found a particular author I liked, I wanted to read all their books. Bob Silbernagel established Books on the Common with his wife in 1984 and ran it until his untimely death from cancer in 1991. I didn’t know his name at the time, but to me he was the friendly fellow behind the register who smiled when he quietly rang up my purchase. He didn’t mind me taking the time to browse titles, marvel at cover art, or read back-cover copy on numerous novels before settling on a single paperback for my week’s purchase. Before internet cookies, club cards, and lists of suggestions generated by market-driven algorithms (“Customers Who Bought This Item Also Bought…”), Bob Silbernagel took the time to observe and care about what his regular customers bought. He quietly kept track of what books I bought and made sure he had both the continuing books in a series and other titles that might interest me in stock. When I began reading paperback editions of Michael Moorcock’s Elric saga and the other Eternal Champion books, he stocked every book in the series on those shelves. He made sure I could buy all the Larry Niven paperbacks to satisfy my hunger for his Long ARM of Gil Hamilton stories, the acclaimed Ringworld, and numerous Known Universe novels and short stories that still engage my imagination today. When I started reading David Eddings’ Belgariad he stocked all the books in the series so I could read them uninterrupted. He made sure the shelves remained stocked with every title that might possibly interest a teenager exploring his nascent and varied geeky interests.

Many people at the time encouraged me along my path of writing and game design, not the least of whom were my ever-supportive parents and several key high school teachers. Bob Silbernagel’s quiet encouragement – just making sure he provided inspiring fodder for my fantasy and science fiction reading – helped sustain and enrich my life as much as the more overt efforts.

The town of Ridgefield and Books on the Common have changed over those many years – I wouldn’t expect them to remain the same, other than in my nostalgic memories – but the store still stands as a cornerstone of what makes a good hometown. The store has since passed to new owners and found a new home, not tucked away in a development behind a shopping center but right on picturesque Main Street, Ridgefield (ironically enough, in the building where I got my first job, as a clerk at Bedient’s Home and Garden Center). We briefly visit it when making our annual pilgrimage to New England to visit family. I’ve found books on local history, my wife indulges in gardening fare, and my son’s even found a beloved Pete the Cat book.

The brick-and-mortar bookstore provides something digital venues cannot: the ability to freely browse a selection of books not tailored by one’s past purchase or internet history, but by the diverse offering stocked on the shelves by subject. If I hadn’t browsed the store’s local history shelves I would never have found Charles Pankenier’s Ridgefield Fights the Civil War, combining an interest in my hometown history with my growing urge to learn about my new current home, located amidst many battlefields of the “War of Northern Aggression,” as some locals still call it. On my last visit I’d hoped to purchase a copy of The Secrets of Wildflowers – by longtime Ridgefield Press executive editor Jack Sanders, with whom I briefly worked in the early 1990s – as a gift for my wife. When I asked the bookstore staffers if they had it in stock, they checked the computer and apologized that they had no copies on hand. But as I wandered the shelves, browsing at whatever subjects came into view, I happened into the gardening section and, lo and behold, one copy sat on the shelf. It didn’t stay there.

The debate on whether to buy books and games from friendly, local, brick-and-mortar stores or seek better bargains online continues raging. Some folks prefer one or the other, but savvy consumers keep both their financial concerns and their responsibility for the welfare of their geographical community in mind; they find a comfortable balance between shopping online and supporting their local businesses. Good game and book stores flourish and survive by offering more than just inventory for sale. They become community hubs for their clientele, providing a friendly gathering place to enjoy their hobby, interact with other enthusiasts, and expand their horizons with recommendations from helpful staffers. Books on the Common knew this right from the start. It provided an encouraging environment for a geeky teenager seeking to broaden his fantasy and science fiction literary horizons.


Comments....

Want to share memories of your favorite book or game store? Offer feedback? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.

Tuesday, April 8, 2014

Playing with Other People’s Toys

On Saturday I walked into my friendly local game store to celebrate International Table Top Day 2014. My gaming friend waved, we checked out the store’s pile of demo copies on the center table, found one we liked, and gave it a test run. A fellow we’d never met came over while we glanced over the rulebook, set up pieces, and shuffled cards. “Want to play?” “Sure!” I’d read some positive reviews about Cryptozoic Entertainment’s Gravwell: Escape from the 9th Dimension but wasn’t sure it was something I’d really like...until we sat down and played. No review or feature, or even a download of the PDF rulebook, could give me the firsthand impression that actual play could. I didn’t have to buy it first before I tried it, because I was playing with the FLGS copy...playing with someone else’s toy.

Potential customers have many resources at their disposal when researching new games to purchase – rulebook or quick-start PDFs uploaded online, reviews, publisher websites, game community forum discussions, even actual play videos like Wil Wheaton’s excellent Tabletop show (all resources I’ve discussed before) – but nothing beats sitting down to play the game with a group of friends. The key, however, is finding someone else who owns the game, can clearly teach it, and has a ready source of additional players to fill the ranks.

“Playing with other people’s toys,” so to speak, has been a tried and true strategy for learning new games for ages. I imagine many patient parents (my own included) undergo the ritual of teaching their kids how to play chess...and the inevitable lesson in sportsmanship that follows. Many initiated into the esoteric practices of roleplaying games since their emergence 40 years ago learned by watching and joining other players who managed to own or pool their collections of the necessary rules tomes. How many times have kids – and adults – wandered past an exuberant group of players huddled around a board and wondered what’s going on...and have been invited to join in the fun?

A good teacher not only explains the rules clearly and concisely, shepherding players through turns and strategies as they play, but they share their enthusiasm for the game. On some level it’s a selfish urge: teach others how to play a favorite game to bring new players – and a new game experience – to the table. At the very least, even if they don’t return, everyone’s enjoyed at least one game experience together.

Learning games while playing with other people’s toys is a great way to “test drive” a game before buying it. Finding the right venue helps:

Friends: “Hey, I just got this new game...want to try it?” Many gamers enjoy the fellowship of friends who acquire new games, even ones outside their usual repertoire or genre of preferred games. Established groups provide a comfortable environment with familiar players, so there are few uncomfortable introductions while complete strangers break the ice (though doing so over a game often helps). While I don’t do it often enough due to schedule juggling and hefting the majority of housecleaning duties, I do enjoy hosting friends for afternoons of gaming (usually accompanied by a meal); sometimes we just have some basic games out for a general crowd, but other times we have a smaller group of more hardcore game aficionados to try more complicated fare.

FLGS: Among the many elements that make a really excellent friendly local game store (FLGS), two key factors encourage patrons to test drive games...in-store play area and demo copies. Open play space remains essential in creating a vibrant gamer community (and a consumer base) through store events and tournaments. It also offers a comfortable spot to gather with friends, look through the store demo copy, and give it a test drive. One of the two stores I frequent has a policy of lending games like a library for a small deposit...good toward purchase of the game if customers want to buy it. My really local FLGS participated in International Table Top Day 2014 and designates Saturdays in its busy weekly schedule for open board game play (when it isn’t hosting tournaments or other special events).

Game Conventions: Not everyone can make it to even the closest regional convention featuring some solid game programming, but those who do have an opportunity to play old favorites or try new offerings, usually with an experienced referee. Exclusively gaming conventions (as opposed to those catering to the greater spectrum of fan media) provide access to roleplaying games, board and card games, even some miniature wargames. Some provide board game “libraries” offering vast selections of currently popular board games participants can “check out,” examine, and play in a friendly environment with plenty of potential players. Besides offering places to play new games other people own, many conventions also host dealers rooms where one can purchase games they’ve played and liked. I often lose count of the number of tables at friendly, local miniatures wargaming conventions where I stop to take a look at the fantastic terrain and detailed soldiers, only to have the referee or a participant ask if I’d like to join the game. I bought the World War I version of Ares Games’ Wings of War/Wings of Glory game after joining a beginner-friendly game at a con (though I’d already dabbled in the World War II version). At larger conventions many publishers offer game demos right at their dealers hall table or in some other space at the con. Although I didn’t get a chance to play at GenCon 2004 thanks to the massive crowds and long lines, I did watch Jeff Tidball demonstrate his Cthulhu 500 racing card game to some eager players; watching the game concept, theme, and execution first-hand inspired me to eventually add it to my collection (though it hasn’t seen much actual play). One of my latest experiences nicely demonstrates the concept of playing with someone else’s toys. I had a chance to try the Sergeants Miniatures Game from Lost Battalion Games (which I discussed in greater detail earlier), but, given the high price tag for just the basic game, let alone all the add-on soldiers and supplemental materials, it’s not something I’m going to go out and purchase at the drop of the hat (or even after some degree of consideration). Yet I had a fantastic time playing two games with referee Jason Williams, including a beginner-friendly demo session and a more involved game incorporating more advanced rules. (I played a German squad both times, and, thanks to the participation of a more experienced player on my side, came out ahead of the Allied forces both times.)

As a father I see kids at “play dates” sharing their toys. We can do the same as gaming adults; play with other gamers’ toys, try new games, broaden our gaming repertoire and horizons, cultivate a community of gamers, and expand the variety of our game experiences.

Comments....
Want to offer feedback? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.


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.

Comments....
Want to offer feedback? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.

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.

Where do you stand? Head over to Google+ and start a discussion: share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment, or look for my post promoting this blog entry.

Tuesday, September 3, 2013

Our Geeky Pilgrimage Home

Usually about once a year my wife, toddler son, and I make the arduous pilgrimage “home” to New England to visit our families. Aside from the 8-10-hour drive -- complete with annoyingly frequent queries of “Are we there yet?” -- it’s a time for us to reconnect with our families and revel in memories of growing up in New England. We rarely visit for more than a week, given two entire days to drive there and back again, and our time is often already assigned to various family gatherings to maximize our visit with as many relatives as possible. But occasionally we find time to indulge our own interests, inevitably those of a geeky nature.

Game Quest

My personal quest was to find some additional miniatures for Fantasy Flight Games’ Star Wars: X-Wing Miniatures Game. I’d bought into the game after the initial wave of hype and, given FFG’s distribution rationale and collectors/gamers snatching up starships for resale and high mark-ups or to add to their own collections, choice vessels were hard to find (ironically Boba Fett’s Slave I was seemingly overstocked everywhere, followed closely by the Millennium Falcon). My toddler son, now absorbing everything Star Wars we allow (i.e., only original trilogy material), has latched onto the game, which we play with lots of parental assistance using the extremely basic yet functional quick-start rules.

I’d searched online and found two game stores near our destinations. We had a day to ourselves in Massachusetts before becoming immersed in family activities, so we drove down to Warren, RI, just southeast of Providence, to visit my wife’s friend’s soap shop, the Stella Marie Soap Company; not two blocks away stood The Game Den, a cozy store with retail display space and several gaming tables in a nicely renovated brick industrial building. Being midday on a Friday the store was quiet, but the staff was friendly; they also had the A-Wing miniature I was seeking, some additional specialty dice for the X-Wing Miniatures Game, and a discounted copy of King of Tokyo, a game I’d been hoping to acquire after seeing it featured on Wil Wheaton’s excellent Tabletop online video series over at YouTube’s Geek & Sundry channel (the game also caters to my wife’s love of Godzilla and other giant monster fare).

On our way back to my wife’s parents’ house we diverted through downtown Worcester, MA, via the vortex of traffic chaos known as Kelly Square, for her to swing by the Worcester Historical Museum to pick up a book she wanted and stop by That’s Entertainment on Park Avenue. The store is a wonderful warren of tables and shelves covered in comic books, vinyl records, games, action figures, and other goodies for fans of numerous stripes. Although dominated by comic books, the store had a solid representation of board games, with recent roleplaying game releases as well as several shelves of used books (including a small collection of West End’s Star Wars Roleplaying Game books). Although I didn’t see anything on display for the X-Wing Miniatures Game beyond the core set and several Falcons and Slave Is, I asked at the counter and they’d just gotten their shipment of new starfighters; so I snatched up two TIE Interceptors for my collection.

Danbury Geekery

Although we didn’t have a chance to swing by Cave Comics in Newtwon, CT, on our way to my parents’ house, I’ll recommend it here as one of our usual stops (schedule permitting) to peruse their mainstream collection of board games and miniatures, usually combined with a stop at Burgerittoville next door for lunch, all housed in a classic railway depot building.

While we didn't indulge in game-related pursuits in Danbury, we found other geeky activities well-suited to our toddler’s interests. We spent a few hours at the Danbury Railway Museum housed in the city’s former train depot. The museum might seem small at first: the former waiting room contains several large model train layouts and exhibits featuring railway equipment and tools. For an additional fee visitors can ride in a vintage coach or caboose pulled through the train yard by a diesel engine, with a stop to get out and ride on the yard’s functional turntable track. For railway aficionados, however, the yard itself offers opportunities to explore rolling stock and engines both dilapidated and in various stages of restoration. Other railway museums exist in the northeast with far more comprehensive exhibits and more complete railway excursions (and far more expensive admission prices); while we have them on our “to do” list for family expeditions, the Danbury Railway Museum was just the right speed to keep our toddler entertained and engaged for a few hours.

We also partook of what has become an unofficial family tradition: riding the carousel at the Danbury Fair Mall. The classic carousel stands as one of the few reminders of the mall’s original heritage as the once-sprawling site of the great Danbury Fair. After last year’s attempt -- with our toddler literally kicking and screaming -- we finally succeeded, though the Little Guy chose to sit on one of the stable benches instead of even a stationary horse.

My parents live in Ridgefield, CT., where I grew up. We always enjoy walking downtown on the bustling Main Street, noting changes from my younger days, and spending time at the playground in Ballard Park. Inevitably we make a trip to The Toy Chest nearby, a tight warren of shelves packed with diversions for young and old, including a solid board game section and a fine selection of toy cars (our toddler got the candy-apple red BMW roadster). This year we finally had time for my favorite store, Books on the Common, housed in the building near Town Hall that for many years housed Bedient’s Hardware, where I had my first job in high school. Here I found two tomes catering to my interest in local history, Jack Sanders’ Ridgefield 1900-1950 (part of the Postcard History Series) and Charles Pankenier’s monograph Ridgefield Fights the Civil War. (I’d worked for Jack as a reporter and editor at The Ridgefield Press years ago in my first job out of college; he’s become one of several leading and prolific town historians.)

The One that Got Away

Our pilgrimage faced one major failure -- not just this year but for all 10 years my wife and I have been married, actually -- for we have never visited the fantastic collection of medieval arms and armor at the Higgins Armory in Worcester. We made it into the gift shop one visit while rushing between family gatherings, but never quite had the time to go inside and take the time to view the exhibits. Unfortunately the museum has fallen victim to the economic woes plaguing the nation and is closing at the end of 2013; luckily the collection is “integrating” to the Worcester Art Museum. Although the museum plans on exhibiting pieces from the Higgins Armory collection piecemeal in temporary exhibits, the entire collection won’t be reassembled again until the museum converts its current library space to a permanent exhibition gallery for the collection sometime in 2018. Something to put on the future “to do” list for our pilgrimage home. Maybe by that time we’ll have fully immersed our toddler into medieval history and other such fantasy fueled by arms and armor.

Tuesday, June 11, 2013

Learning by Example

As the father of a three year-old I’m always amazed at how and what he learns. Much of it comes from observing others. He picks up words and phrases by listening to others and repeating them (sometimes to his parents chagrin…). He learns to throw and kick balls by watching his parents do it. He’s too young to read for himself, but he has a healthy sense of curiosity, imitates others, and asks questions about things he doesn’t understand…much like humans of all ages learn to play hobby adventure games. StarFrontiersAd

Gamers use various resources on their own to learn how to play new games: PDF rulebooks available freely from publisher websites; online video reviews and tutorials; even sitting down on their own with the game and trying it solitaire. None of these offer the hands-on, instant gratification of the play experience one gets from sitting down with others and playing the game, whether engaging in a shared exercise in unboxing, reading rules, setting up, and slowly testing a brand-new game or under the tutelage of someone who’s played it before. They don’t offer the experience of learning from actual play and from the example of others teaching the rules.

Hobby adventure games of various stripes -- roleplaying games, board and card games, even miniature wargames -- remain somewhat esoteric pastimes with often complex rules. By their very nature most analog games rely on face-to-face interaction with other players to complete the game experience, players who can help each other learn and understand new games. Unlike the standard board games of casual youth -- Candyland, Battleship, even Scrabble and Monopoly -- modern, sophisticated games don’t have rules concise enough to fit inside the boardgame box cover, nor do they draw on the collective consciousness of standard family games in American popular culture. Many Euro-style games and high-production-value American board games include slick, full-color rules booklets and even player aids to facilitate gameplay. Roleplaying games have long relied on thick tomes to impart rules governing numerous possibilities for characters, combat, and exploration within the game as well as its unique campaign setting. Miniature wargames (and their board-and-chit cousins) often rely on host moderators to set up the game, explain rules, and shepherd participants through the intricacies of movement and combat each turn (as well as bring along their hordes of painted miniatures and fantastic terrain with which people can play).

Deciphering intricate rules systems for any game on our own takes a lot of time, focus, and effort. It rarely provides us with more than a textbook understanding of how the practicalities of the game function without the level of unpredictability of other live players contributing to the game and learning experience. I recall as a 12 year-old I spent an entire weekend secluded in my bedroom reading and trying to comprehend the Basic Dungeons & Dragons boxed set (rulebook and the infamous B2: The Keep on the Borderlands module) only to gain a vague understanding of the game’s innumerable intricacies. When Magic: The Gathering first appeared 20 years ago, I remember buying a few packs from Wizards of the Coast’s humble two-booth space at GenCon, marveling at the cards, and scratching my head trying to make sense of the rules. It wasn’t until I played the game with friends at a convention that I really grasped the rules.

As a counterpoint to these fumbling learning experiences, I point to others where people shepherded me through games. I’ve discussed my own early Dungeons & Dragons experiences, watching two neighborhood kids play the Basic D&D module B2: The Keep on the Borderlands and using observations of that experience to create my own roleplaying game (Creatures & Caverns, revised and polished for free/pay-what-you-want publication at DriveThruRPG.com). I’ve enjoyed learning new games with groups who’d never seen them and trying new games with others who’ve played them many times before. I’ve even participated in game demonstrations at conventions which, while ultimately trying to sell participants on the game, serve as excellent exercises in quickly and clearly teaching the game essentials to as many people as possible. I continue to admire Wil Wheaton’s TableTop show on the Geek & Sundry YouTube channel; it offers a chance to learn the game while watching others play it (with the help of handy graphic rules explanations).

In today’s “Internet Age” players have more opportunities to learn how to play games on their own and publishers have more tools and venues to reach players and demonstrate their products. These include free PDFs of the rules available online, videos and tutorials, and frequently asked questions, plus a host of gamer-oriented online communities and forums (as outlined in an earlier Hobby Games Recce post). Finding like-minded game enthusiasts remains difficult in our insulated society where many of our leisure-time interactions occur over the internet. Online interaction, however, also enables us to find other gamers through meet-up sites, social networking links, and regional game events and venues.

What venues actively advocate learning new games with others?

Gaming Friends: Gathering with friends for games remains the best way to learn new games, especially if everyone approaches the experience with open-mindedness to try new things. This approach works when one player obtains a copy of the newest, shiniest game and wants to share, or if others have specific titles in someone else’s possession they’d like to explore. Finding and maintaining a friendly, regular gaming group like this -- for whatever style of adventure game one prefers -- remains a great challenge for many people.

Regional Gaming Conventions: These events (including regional media conventions with gaming tracks, something becoming increasingly rare these days) bring together like-minded fans for both hardcore gaming for experienced players and introductory and demonstration games for those looking to indulge their casual interests. I particularly enjoy cons with open gaming areas and libraries of games (usually board games) con-goers can check out like at a library and play…a great way to unbox a game and test drive it without paying a premium price first. Of course these conventions also offer opportunities to meet and establish friendships with other players in the region for future gaming endeavors.

Public Libraries: Many public libraries offer gaming programs for teens or Scrabble leagues, fantastic places for young people to meet and learn about games, but of little help to adult gamers unless they’re interesting in volunteering to run these events (if library staff accept and approve such volunteers…). Few offer programs such as family games expos (which I’ve discussed before) or adult board game nights. Despite a movement in recent years to transform public libraries into “community hubs” catering to a broad spectrum of patrons and non-traditional library activities, visitors (and many librarians) still cling to the hallowed dogma of libraries as sacred temples to silence (and learning) with no place for such things as pedestrian as…shudder…games. And certainly games have no place in even a non-circulating reference collection to make them more available to patrons. Thus gaming events remain relegated to distant programming rooms for occasional teen events, hiding them from normal library patrons and leaving interested adults (and even pre-teens) woefully underserved. (Apologies to Friendly Librarians of my acquaintance; I’ll freely admit I’ve had a love/hate relationship with libraries throughout my life….)

Friendly Local Game Store: One of the best places to learn about new games remains the place where you can buy them. The best set aside space for players, both those involved in tournaments and other organized events and those simply hanging out checking out new purchases or chatting with friends. Many offer demo copies to check out in-store, and some host demo days or regular gaming events welcoming newcomers. My friendly local game store maintains a library of demo copies of many current board games patrons can check out to examine and play in store, or borrow to take home with a small deposit. The store has also maintained a 20%-off sale for all board games for something like two years now…not that I’m complaining.

Comments....
Want to offer feedback? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.

Tuesday, June 12, 2012

Remembering Branchville Hobby

This year marks 30 years as a gamer for me, starting with my parents giving me the Dungeons & Dragons Basic Set as an Easter present. I’ve found it a fitting occasion to examine my early gaming past, which would remain incomplete without reminiscing about my first “gaming” store, Branchville Hobby in Ridgefield, CT.

Branchville Hobby occupied part of the second floor of a two-story building at the corner of Route 102 (Branchville Road) and Route 7 (Ethan Allen Highway) across from the train station. Branchville itself is a small commercial area located about five minutes’ drive from the center of the town of Ridgefield. Most of the businesses still cater to people in the southeastern corner of the town’s official boundaries and commuters along the busy Route 7 corridor (insanely congested even way back then).

The building’s main floor housed Ancona’s IGA grocery, which later expanded to a nearby location to become a cornerstone of the Branchville and Ridgefield business community. One reached the hobby store by ascending an exterior staircase to an alcove with a door, the kind of entrance that didn’t really give confidence to new customers but seemed perfect for those “in the know” who dabbled in any dubious hobby pursuit.

A central island held the register and display counter, with a few tables for key hobby displays and the rest of the merchandise on shelves along the walls. The store carried model railroading supplies, models of all kinds, flying rockets and planes, and some sports equipment (no doubt there were other categories a clueless young boy didn’t notice since they didn’t interest me at the time). We had visited the hobby store before as younger kids, more as a novelty where we purchased balsa airplanes and model kits and, as my brother immersed himself in the HO-scale model railroad hobby, train stuff. Young boys found the most exciting feature in a side room: an entire HO-scale railway layout, complete with city, cutaway-view subway station, numerous trains running simultaneously, even a house “on fire” with a fire engine raising and lower its ladder to extinguish the blaze (all dependent on technical good fortune). Despite gaming slowly making its way into the inventory, the store had no open play area and rarely had any gathering of gaming fanboys hanging around.

When I started playing D&D the store kept most of its roleplaying game books and minis on the counter near the register and on a nearby display table. I suppose at the time it was the latest fad and deserved a place of prominence, though this might also reflect the limited number of products available in the adventure gaming hobby’s infancy. Still, the store managed to carry most of the “core” rulebooks, boxed sets, and games of the time. Once I immersed myself in D&D and other roleplaying and gaming pursuits, visits to Branchville Hobby became more frequent. Throughout my high school gaming years I bought nearly all my earliest D&D materials from the meager stocks there: the Expert D&D set, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, the Fiend Folio, even the World of Greyhawk folio edition -- whose poster maps adorned my bedroom walls and became visual icons of my early gaming experience -- and modules galore, including A1 Slave Pits of the Undercity and the tame version of B3 Palace of the Silver Princess. This was the place to find the “latest” games to add to my collection, titles I’d read about in Dragon Magazine reviews and advertisements and longed to try: the Gamma World box deal shrink-wrapped with several modules and the referee’s screen, Top Secret and its early modules, Star Frontiers, even a few Avalon Hill Games like Wizard’s Quest, B-17, Queen of the Skies, and Mystic Wood. I started slowly my first “D&D summer,” with new acquisitions usually occurring during prime breaks from high school -- Christmas break, winter or spring break, and summer vacation -- during which I could read new material and run games with neighborhood friends.

The store staff never really made an impression on me one way or the other. They always seemed polite but never overly friendly or enthusiastic about any particular hobby. Perhaps the best impression I got was one of my first purchases, the D&D Expert boxed set I bought at the beginning of my first “D&D summer.” The clerk tossed an “old” copy of Adventure Gaming magazine (October 1981) into the bag as a freebie; sure, he was probably just trying to get rid of a slightly out-of-date magazine, but it gave me one more glimpse into my nascent and imaginative gaming hobby.

During these years Ancona’s IGA moved out from downstairs to its new supermarket facility nearby. The hobby store morphed into Branchville Sport & Hobby, with emphasis on the “sport” as it catered to the burgeoning horde of organized youth sports teams. At first this allowed hobbies to take over the entire second floor, since the sports equipment side of the business had slowly but steadily encroached on hobby space. After leaving for college I didn’t visit Branchville Hobby much. At that time roleplaying game books were finding their way into mass-market bookstores -- I found my first copies of Paranoia and the Star Wars Roleplaying Game at the local Waldenbooks -- and my hobby interest became secondary to my collegiate studies.

The last time I visited it, Branchville Hobby languished in its final days. I was home on a summer break from college after having discovered West End Games’ venerable first edition of the Star Wars Roleplaying Game; I stopped by to see what they had and picked up the Tatooine Manhunt adventure. By then it was more accurately called Branchville Sport, the “hobby” portion having been so marginalized as to be crammed into a few shelves down a front aisle. (I sometimes sadly ponder the fate of the store’s fantastic HO model railway layout….) Not long afterward the store closed; the space has since hosted numerous businesses, none of which had the joyful appeal of a hobby shop.

Since then, during a long hobby and professional career in gaming, I’ve visited many gaming and hobby shops, some just once, others habitually. They’ve run the range of dedicated gaming stores to hobby shops with some gaming materials, those with knowledgeable and friendly staff, generous open gaming areas, and comprehensive inventory and those without. Time has no doubt fermented my memories of Branchville Hobby into the pleasant liqueur of nostalgic reminiscence, but one doesn’t easily forget impressions of their first foray into something new, exciting, and life-changing.

Tuesday, December 20, 2011

The Savvy Game Buyer

In today’s information-driven Internet Age gamers have few valid excuses for purchasing games without first doing their homework to ensure they’re the right diversion for their play styles and expectations.
    
Years ago, before nearly everyone who could afford games could afford decent internet access, one had to trust information from advertisements, back-cover copy, recommendations from friends, dubious advice from game store clerks, and a few reviews in print gaming magazines when making an “informed” game purchase. This was more problematic with boxed games sealed in shrink wrap, for at least one could peruse the pages of a roleplaying game book in the store (unless, of course, that was shrink-wrapped, too, a discouraging practice some stores use for roleplaying game books that, ultimately, leads to consumer frustration and disappointment).
    
I know my game shelves once contained a handful of games purchased in this era that I found disappointing and probably would not have purchased if I’d had additional information (particularly a look at the rules). I’m not naming names, but most found their way to flea market sales, donation bins, or other giveaway venues.
    
Today, however, the internet offers a wealth of resources; its community-wide information base works well when coupled with more enlightened, professional gaming stores with friendly demo policies and more knowledgeable staff (even if it comes at the price of fewer game stores). Here are some resources when looking for new games and evaluating whether they might make a good purchase; these apply not simply to games we buy, but those we put on wish lists or request as holiday or birthday gifts…:
    
Publisher Websites: Most publishers include at the very least promotional information about their games on their websites, including a basic description of theme and gameplay, illustrations and lists of components, and price (or a link to purchase). Many allow visitors to download PDF files of game rules to give prospective buyers a full look at the game components, mechanics, and complexity (and allow current players to have a spare or replacement reference copy). Even companies publishing roleplaying games -- rulebooks unto themselves, so it doesn’t make sense to offer them as free downloads on the internet -- still provide ample opportunity to evaluate games by posting previews, samples, short, free scenarios, and even quick-start or basic rules. Some even offer the core game for free and sell supplements and adventures.
    
BoardGameGeek.com: This online encyclopedic community for hobby games remains a valuable resource for finding useful information, including playing times, suggested ages (both from manufacturers and actual players), basic play mechanics, descriptions, and component lists. It relies on fellow game enthusiast members to submit reviews, rank game popularity, post photos of game components, discuss games on forums, and provide links to other resources, videos, and rules (and alternate rules/scenarios). Though overwhelming at first to new visitors, Boardgamegeek.com offers a wealth of resources for those playing tabletop games. (Hobby Games Recce has featured BoardGameGeek.com before.)
   
Online Reviews: Other online venues besides BoardGameGeek.com offer game reviews of varying quality, each providing some insight into whether a game might be right for a particular consumer. Any gamer with familiar internet haunts finds just the right review and news websites to suit their particular gaming type and style. My favorites include the venerable RPG.net offering reviews of roleplaying games, novels, and board games most Mondays, Wednesdays, and Fridays; Play Board Games, a blog posting reviews several times a week; DriveThruRPG.com and its related sites (as well as other sales sites like Amazon.com) often list customer reviews available for specific products; I’ve also found that GeekDad offers an intermittent stream of board game previews to explore as new releases hit store shelves.
         
Game Stores: Your Friendly Local Gaming Store (FLGS) remains a great, local, in-person resource for learning about new games. Good game stores (especially those who have a game demo/check-out policy…see below) often have extremely knowledgeable staff and clientele who offer reliable recommendations and often connections to others playing a particular game. Many stores -- including my own FLGS, Game Vault of Fredericksburg -- offer demo games to unbox, examine, and play in the store’s gaming area or even borrow (for a small deposit) to take home and try. Game Vault’s policy allows patrons to “check out” and bring home a game to try with a $5 deposit, redeemable toward the price of the game should they eventually purchase it. Alas, we can only hope local libraries -- if they survive constant budget attacks and a need to “re-imagine” their role in our communities given advancing technology -- someday offer even reference copies of games to check out and try within their hallowed halls.
  
With these resources for information on games, gaming aficionados have no excuse for not knowing exactly what they’re getting in a game.