Tuesday, November 29, 2016

Holiday Gift Ideas for Non-Gamers & Kids

As we dive pell-mell into the holiday season some folks continue their quest to find the right presents for people on their list, each with their own parameters based on relationship, etiquette, interests, and budget. Even gamers can prove problematic since they often have quite exactingly specific tastes in games...and frequently own everything for game lines they particularly enjoy. I’m always looking for ways to draw newcomers into the adventure gaming hobby – both adults and kids – so this season I’ve assembled some low-cost gift ideas for people who might like joining readers at their gaming tables.

Some adult newcomers to gaming might find satisfaction with the many Eurogames and similar fare happily found in such ubiquitous venues as Target and Walmart. Solid standards like Settlers of Catan, Ticket to Ride, King of Tokyo, Carcassonne, Castle Panic, and Pandemic are good go-to games for adults seeking to break into the current popularity of board games, yet their prices tend to run higher than most casual gifts and they’re not always good for younger children. I’ve also featured a few specifically kid-friendly games – Dino Hunt Dice, Rory’s Story Cubes, Set, Dungeon!, Forbidden Island, Stratego Battle Cards Game, Robot Turtles, and the D&D Starter Set – in a similar holiday gift post two years ago; they’re all still valid recommendations.


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.


Tuesday, November 8, 2016

The Subscription Model for The Infinite Cathedral

Photo by David Schweighofer
I’ve been developing a medieval fantasy roleplaying game setting – The Infinite Cathedral – on-and-off for longer than I care to remember. It’s undergone refinements, revisions, and expansions as I’ve worked on different portions throughout the years. I’ve drafted and reworked various chapters to one degree or another. I have sections ready for publication and others consisting of sketchy notes, ideas in my head, and good intentions. But over time my expectations for the project’s format have evolved in line with my more recent reflections on publishing and my personal aesthetics about game material. What’s the best method – from the perspectives of both publisher and readers – to release this grand opus? Do I spend time building a vast sourcebook in the traditional publishing model or do I release bits as the inspiration energizes me and smaller portions reach completion? How can I establish the setting and expand upon it within the parameters of these forms? The conventional publisher part of my brain leans toward the standard sourcebook format, but the player within me (and the one seeking more timely remuneration) seeks a route that allows me to release short-but-sweet morsels on a more immediate schedule.


Tuesday, November 1, 2016

WEG Memoirs: Player to Publisher

When I first began working at West End Games in 1993 I had to rapidly transition my mindset from that of a Star Wars gamer fan to that of an editor for an established Star Wars game line. I had experience on both fronts, having played roleplaying games since 1982, including the Star Wars game since its publication in 1987, and having worked for almost three years as a reporter and then an editor at a hometown weekly newspaper with a particularly exacting editorial mentor. My newspaper experience prepared me for various aspects of working at West End’s editorial department, yet my adventures with the Star Wars Roleplaying Game didn’t prepare me for managing with and in fact relying on the greater “Expanded Universe” that, even in those early days of Star Wars’ resurgence with fans, was rapidly growing out of hand.


Tuesday, October 25, 2016

Leacock Brings Chariot Race to Tabletop

I’ve been reigning in my spending on Kickstarter projects the past year or so. I’m supporting only the really outstanding roleplaying books or board games: those that cater to my interests with mechanics suitable for my young son yet intuitive and innovative enough for me, all at the right price. So I was pleasantly surprised to learn of Matt Leacock’s Chariot Race, even more so after I looked at the Kickstarter page and read the rules posted there. The game distills elements of a classic theme I enjoy and mixes them with some innovative mechanics for an exciting yet “casual” chariot racing board game.

I say “casual” in that it’s not serious fare like the classic Avalon Hill title Circus Maximus, which infused the ancient chariot racing theme with wargame-complexity rules. I don’t own a copy of that venerable game, but we’ve played it before at the friendly, regional game conventions in Williamsburg, VA. Someone usually brings their immense, 25mm-scale game mat, architectural embellishments, and detailed chariot models; each player gets a laminated sheet for chariot, horse, and charioteer stats, with a dry-erase marker to note stats and changes during the game. The Little Guy joined a game earlier this year and though he was a bit timid in his racing tactics, he seemed to enjoy the spectacle, especially when chariots overturned and crashed. Ancient history remains one of my many interests, so Circus Maximus intrigued me. Yet the complexity of the rules – even those probably simplified for more streamlined convention play with a knowledgeable referee – left me yearning for something more accessible. Certainly the spectacle of a huge 25mm-scale set-up at the convention impressed me, but I didn’t have the patience to track down an out-of-print wargame and then immerse myself in its intricate rules...or try to teach them to an easily distracted six year-old.


Tuesday, October 18, 2016

SGAM Celebrates Solo Play

November is Solo Gaming Appreciation Month (SGAM), an annual, month-long celebration of solo gaming promoted primarily by the Lone Wolf Roleplaying community on Google+. Started by solo gaming enthusiast John Fiore in 2011, the movement receives less emphasis than various other game-focused commemorations like the birthdays of gaming pioneers Gary Gygax and Dave Arneson, Free RPG Day, GM’s Day, and International Tabletop Day. Yet to me it remains a key celebration of an under-appreciated aspect of gaming.

Solitaire play has a place in the adventure gaming hobby. Some gamers came to the roleplaying game hobby through “interactive fiction” like the Choose Your Own Adventure books or TSR’s Endless Quest books or even solitaire tutorial adventures in later editions of the Basic Dungeons & Dragons rulebook. SPI founder and prolific writer James F. Dunnigan has asserted that wargamers prefer solitaire play to explore the nuances of various simulations and prepare their own strategies for head-to-head play. More games push the bounds of “traditional” gaming concepts: along with innovative “cooperative” board games comes the concept of games designed for a single player (or with single player options). Even BoardGameGeek.com hosts an annual solitaire print-and-play design contest that generates a host of innovative solo games.


Tuesday, October 11, 2016

Maps: Invitation to Exploration

The roleplaying game hobby can be visually stunning. As gamers we find inspiration in amazing artwork – the cover of our favorite version of Dungeons & Dragons, line art that fits our favorite character, iconic monster illustrations, the portrait of the perfect villain for our campaign – and fantastic maps enabling us to navigate wondrous fantasy worlds. This becomes even more significant considering the action envisioned in roleplaying games takes place in everyone’s imagination (albeit sometimes with the assistance of miniatures, game mats, and terrain). The graphic elements of a map – whether for a roleplaying game supplement or a fantasy novel – invite the viewer to explore that place, providing a visual medium for the quest and incentive to investigate its mysteries.

Maps remain one of the core elements of the roleplaying game hobby. They’re a visual medium that – unlike pages of adventure or gazetteer text – can make an immediate impression on gamers and quickly engage their imagination. Their prominence in roleplaying games – especially the earliest efforts – evolved from maps in the literature that helped stimulate the hobby. Maps of lands like Tolkien’s Middle-earth and Howard’s Hyborian Age setting continue inspiring gamers with their ties to rich literary resources. Dungeon floor plans scrawled on graph paper served as visual guides to the earliest D&D adventures. Show some gamemasters a blank map and they start scheming how to integrate it into their own game, populating it with monsters, treasures, and traps and developing a theme for an entertaining dungeon delve. Show players a wilderness map and their curiosity comes into play: where does the party start, what features should they explore, what’s in those ruins over there?