Showing posts with label gaming history. Show all posts
Showing posts with label gaming history. Show all posts
Tuesday, April 18, 2017
WEG Memoirs/Gaming Artifacts: Star Wars Battle Book & Dueling Pack
Tuesday, November 15, 2016
Credit Where Credit Is Due
I recently discovered a resource of adventure gaming
historiography at the regional used bookstore that – besides
providing an interesting and critical glimpse into the state of the
hobby in 1980 – struck me by its relative lack of acknowledgment to
individual game designers for their creations. I’m thankful that
over the hobby’s more than 40 year history giving designers their
due credit has become more the rule rather than the exception in
today’s hobby gaming community.
Every few months I make a pilgrimage to the regional used bookstore with some (often futile) hope I’ll find a few books or even games catering to my varied interests at affordable prices. In the past few years the store has thankfully included a section for used games, ranging from vapid party games and kids fare to hardcore chit-and-board wargames and Eurogames. I also check out the hobby gaming shelves to look for adventures and supplements for games I’ve enjoyed in the past, newer fare to help me explore more recent games, and books about gaming in general. Alas, most of the choice roleplaying or wargame books and most of the interesting boxed games come with prices more suitable for exclusive collectors on ebay than average people browsing the shelves in used bookstores. I chuckle sadly to myself when I see a “Free RPG Day” release marked at $10.
Every few months I make a pilgrimage to the regional used bookstore with some (often futile) hope I’ll find a few books or even games catering to my varied interests at affordable prices. In the past few years the store has thankfully included a section for used games, ranging from vapid party games and kids fare to hardcore chit-and-board wargames and Eurogames. I also check out the hobby gaming shelves to look for adventures and supplements for games I’ve enjoyed in the past, newer fare to help me explore more recent games, and books about gaming in general. Alas, most of the choice roleplaying or wargame books and most of the interesting boxed games come with prices more suitable for exclusive collectors on ebay than average people browsing the shelves in used bookstores. I chuckle sadly to myself when I see a “Free RPG Day” release marked at $10.
Tuesday, April 26, 2016
Thoughts on the “War” on D&D
I’m not sure why a lot of “War on D&D” blips were
flitting over my internet radar the past week or two, but they’ve
shown up for some reason and attracted my interest. From my earliest
days playing roleplaying games D&D has had controversy
surrounding it, though for me it was thankfully playing out in the
distant background and hardly affected me directly. Certainly it was
unlike any other game the general public had ever seen, let alone
understood. When combined with fear-driven sensationalist
associations with suicide and Satanic rituals, D&D passed
beyond mere curiosity and became a controversy. The reaction in
public communities and private families varied from zealous
opposition to quiet acceptance. Whether one might call it a “war”
on D&D or simply society’s growing pains in
understanding and accepting this creative phenomenon remains open for
debate.
I never would have considered my experience in the “Golden Age of Roleplaying” (the early 1980s) anything like a war, though I was aware of a certain degree of controversy about D&D and kept my head down for the most part. I was fortunate to have parents who – though they might have had concerns about the effects of the game on young minds – encouraged my various interests, including roleplaying games. After my initial exposure to some neighborhood kids playing D&D I devised my own game, what later became the extremely basic Creatures & Caverns. After observing this interest my parents bought me the Moldvay edition Basic D&D boxed set...as an Easter gift in 1982. I played with neighborhood kids and school friends frequently throughout that year and into high school. Through these activities I made a few close, lifelong gaming friends who continued their enthusiasm for roleplaying games well into adulthood.
I never would have considered my experience in the “Golden Age of Roleplaying” (the early 1980s) anything like a war, though I was aware of a certain degree of controversy about D&D and kept my head down for the most part. I was fortunate to have parents who – though they might have had concerns about the effects of the game on young minds – encouraged my various interests, including roleplaying games. After my initial exposure to some neighborhood kids playing D&D I devised my own game, what later became the extremely basic Creatures & Caverns. After observing this interest my parents bought me the Moldvay edition Basic D&D boxed set...as an Easter gift in 1982. I played with neighborhood kids and school friends frequently throughout that year and into high school. Through these activities I made a few close, lifelong gaming friends who continued their enthusiasm for roleplaying games well into adulthood.
Tuesday, February 3, 2015
A Hobby of Tinkers
Gamers of all stripes tend to fiddle
with their material to some degree. Tinkering only seems natural in a
hobby with such imaginative games and numerous rules systems for
achieving different play experiences. After running some games
by-the-book, gamers start taking rules into their own hands to
customize the experience to their play styles, audience, and personal
vision for a game.
Merriam-Webster defines the verb form
of “tinker” as, “To repair, adjust, or work with something in
an unskilled or experimental manner,” with the noun form of
“tinker” being one who engages in such activity.
The adventure gaming hobby not only
relies on some imaginative game mechanics and themes across its
various forms, but attracts creative, intelligent, and critical
individuals who have no qualms about imposing their own adjustments
on existing games. Some gamers customize existing settings and
scenarios for their own gaming table, while others completely rework
rules and campaign worlds, adding their own imaginative
interpretations on published material to craft games emphasizing a
particular style of play or thematic elements. Some games offer
optional or advanced rules individual gamers decide upon using right
at the game table. Others tinker with existing rules after extended p
lay reveals deficiencies in procedures or more efficient ways of
resolving conflicting game elements. Really ambitious gamers take a
much-played game and decide to run with their own visions for its
design, in the process creating an entirely new game inspired by but
quite different from the original.
Subscribe to:
Posts (Atom)



