In my need for escapist entertainment lately I’ve fallen back on
computer games, including several in the “rogue-like” genre. Yes,
those solo, dungeon-delving games based on Rogue from 1980
with dungeon elements defined by ASCII characters. Seems like
everyone’s making their own version (much like the Old School
Renaissance); I happen to like Pixel Dungeon for its upgraded
graphics and interesting magical item uses. Just a few clicks and I’m
exploring a random dungeon with monsters, magic items, and plenty of
opportunities to meet a horrid end. I don’t care, it’s fun,
caters to my interest in fantasy gaming, and doesn’t require me to
invest too much time, energy, or focus. I juxtapose this play style
with the kind of tabletop roleplaying game session that satisfies my
needs in my middle-aged years: heroic characters taking on epic
challenges in my favorite genres, where they stand a decent chance of
survival despite seemingly insurmountable odds. This illustrates to
me the vast differences between “grinder” style games and heroic
play, and reinforces why I prefer the latter in my full-fledged
roleplaying game endeavors.
Tuesday, April 10, 2018
Tuesday, March 13, 2018
Returning to the Solo Adventure Format
I’m wrapping up one project – finalizing layout and waiting on
artwork for a system-neutral, medieval fantasy setting – so I’m
starting to look toward the next concept to bring to publication. I
have a long, oft-revised list of gaming ideas for development. I
prioritize these on a number of qualifications, including their level
of development and completion, size of expected complications, ease
of acquiring artwork and other graphic elements, and suitability for
various gaming markets. But I’m easily diverted from what might
seem the next logical project, preferring to channel my immediate
enthusiasm for an unexpected, exciting idea rather than slog away at
something that doesn’t quite engage me at the moment. Right now I
really should be reviewing and polishing material for an Infinite
Cathedral Patreon (something I’ve considered for quite some
time). So I’m naturally disappearing down the rabbit hole of an
entirely unrelated project to capitalize on my immediate interest: a
science fiction D6 solo adventure. Where the heck did that
come from?Tuesday, January 30, 2018
The Hermitage at the Edge of Oblivion
I’m stepping away from Hobby Games Recce for a while to concentrate
more on long-neglected game projects that require the time, focus,
and energy regularly sapped by the blog. I’ve been blogging weekly
from November 2010 until 2017, when I cut back to posting every other
week or so. Unfortunately it has distracted me from other gaming
endeavors, though I suppose it’s kept me more visible among and
engaged with a small segment of the online gaming community. I’m
grateful for readers who’ve stayed with the blog faithfully all
this time and those who’ve discovered it later and followed anyway.
In my absence I’m leaving the blog in public mode for now so people
can read my past missives about various aspects of adventure gaming,
a few of which might offer some small measure of entertainment or
enlightenment. At some point I intend to post again – though not on
a regular basis – as the muse and my own interests inspire me; I’ll
cross-post to my Google+ followers and Griffon Publishing Studio’s
Facebook page when I do.
But right now I need a break, so it’s off to the Hermitage on the
Edge of Oblivion to meditate in cloistered seclusion and immerse
myself in work on other gaming projects.
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, December 12, 2017
How Do We Support Creators?
Patreon’s quite sudden change in its fee structure – shifting
fees more to patrons than creators, inciting outrage and exodus from
both groups – inspired me to not only re-evaluate my own support on
Patreon (and my own potential to use it as a creator) but also to
look at how we as game consumers support those who design material to
inspire us and enhance our games. Patreon isn’t the end-all-be-all
means to support creators in the adventure gaming hobby. Sure, it’s
a pioneering platform in the ever-changing Internet Age, but I’ve
come to regard the interwebzes as a fickle mistress where little if
anything remains the same (or reliable) for long. Creators and their
patrons have many ways to connect online, both for interaction and
appreciation.
Tuesday, December 5, 2017
Themed Gaming Gift Ideas for Non-Gamers
It’s the holiday gift-giving season again. Goodness knows I’ve
rambled on enough over the years about the magic of the holidays, how
this is a great time to indulge in fantasy and gaming, and what gifts
can best entice non-gamers and kids into gaming. I suppose I just
can’t stay away. This year I’m recommending gifts for non-gamers
that focus on a theme they enjoy. I’ve discussed the relationship
between game mechanics and theme before in “Introducing Newcomers to Games: Theme & Mechanics.” The gist is that, while the turn
sequence, player choices, interaction mechanics, and other systems of
play are just as important in providing an entertaining game
experience, often just getting new players to the table requires an
enticing theme. “Do you want to play a game where you fly X-wings
against TIE fighters?” sounds a lot better than “Do you want to
play a starship miniatures game with maneuvers, special combat
attacks, and upgraded ship abilities?” So I’ve perused my library
shelves for board games I own or have played with interesting themes
appealing to fans of certain genres. Most of these buck my past
recommendations: they’re not necessarily the best games for
introducing newcomers to gaming; few are kid-friendly; and the price
points often soar past the $25 threshold a past “survey”
indicated is the optimum cost of games to risk as gifts for
non-gamers. Few of these are ideal starter games for newcomers to the
adventure gaming hobby, so if you give them as gifts, expect to take
the lead in introducing them to the rules through an actual game.
I’ve listed them according to which fans might most enjoy each
recommendation:
Tuesday, November 7, 2017
Favorite Resources for Solo RPG Play
November has arrived, which means Solo Gaming Appreciation Month
(SGAM) returns with a vengeance. The event, organized by the Google Plus Lone Wolf Roleplaying community, encourages gamers to celebrate
solitaire play and post their experiences (something the community
generally supports throughout the year). Some of us, myself included,
dabble in all kinds of solitaire play year-round, from roleplaying
games and solo gamebooks to board games and wargames, sometimes to
playtest design concepts, other times for sheer entertainment. SGAM
offers an occasion to reflect on some solitaire roleplaying
resources, some tried and true, some newly discovered, that not only
reflect my particular solo gaming preferences but might also enhance
others’ solo play experiences:
Subscribe to:
Posts (Atom)




