Every so often
I hear the argument on the internet justifying the high prices for
games – usually roleplaying games, but also board and miniatures
games – that they offer far more entertainment in dollars per hour
of enjoyment than a few brief hours at the movies. Thus a $50
roleplaying game with all its creative potential for years of play is
far more worthwhile than a similar dollar-value of movies, usually
about one movie with a handful of attendees, the size of the average
gaming group. I don’t follow these discussions much; from my point
of view as a consumer I value my money on my own terms and I evaluate
each potential game purchase on its own merits. But I find the
comparison between the price of games and movies and the amount of
enjoyment they provide one of those apples-and-oranges issues.
Although it seems like a valid point for a discussion, we’re really
talking about two very different kinds of entertainment: passive and
active. In one participants remain relatively passive, sitting back
and enjoying someone else’s vividly creative efforts. In the other
the participants themselves – working within an already established
framework, like a game – actively take part in creating their own
entertainment.
Tuesday, April 25, 2017
Tuesday, April 18, 2017
WEG Memoirs/Gaming Artifacts: Star Wars Battle Book & Dueling Pack
Tuesday, April 11, 2017
The Temptation of Random Tables
Random tables
remain a staple of roleplaying games. They determine random
encounters, character backgrounds, treasure and magic items, monster
and retainer reactions, or even form the basis for an entirely random
dungeon or hex crawl (among a great many other things). They’re a
temptation for both gamemasters and game designers, offering quick
means to generate encounters and add another layer to an adventure or
setting. They serve as prompts, providing a host of ideas in a
succinct format to roll or choose. Part of the responsibility for
their successful use depends on how designers present table
information and tie it to the existing setting or scenario. Part of
the responsibility depends on how gamemasters implement a random
table result into their game. Random tables run the risk of seeming
lazy tools rather than inspiring enhancements.
Tuesday, April 4, 2017
Interesting Wargame Releases, Spring 2017
I don’t talk
much about “news” or “new releases” here at Hobby Game Recce;
it’s often fleeting and doesn’t seem to matter months or years
down the road. But now and then a few gaming products release that
catch my attention for one reason or another...and this just happens
to be one of those times. Announcements by three different companies
promise some notable wargaming products that cater to my own
interests and hopefully engage the enthusiasm of other gamers: a
Wings of Glory Battle of Britain starter set; a Commands &
Colors game set during the American War of Independence; and some
interesting terrain and tank kits from Battlefront Miniatures. One
things certain with all these releases: I’d better start saving up
my money if I want to buy any.
Tuesday, March 21, 2017
Customizing My B/X D&D Experience
My son and I
have been gaming on and off recently, occasionally testing the waters
of intro roleplaying games between Pokemon card game duels and
an occasional board game. We’ve enjoyed Hero Kids, though
each adventure requires a good deal of prep, whether I’m printing
and adapting an existing scenario or devising my own (with the
requisite maps). We’ve also tried the forgotten Pokemon Jr.
Adventure Game – a wonderfully simple yet entertaining
intro roleplaying game experience that capitalizes on the popular
Japanese license – which I’m enjoying for its very basic,
read-aloud scripted scenes and simple combat system printed on the
various Pokemon cards. Both games still hold some potential for
several more play sessions, especially if I can wean everyone off
Hero Kids’ maps. At some point, though, I’d like to
transition to something a bit more mainstream that also caters to my
own gaming urges. So I’m re-evaluating my current views regarding
Basic/Expert Dungeons & Dragons, as many of you know, my preferred version of D&D and, despite my general
explorations of the Old School Renaissance, my preferred OSR game.
I’m looking to make it more comprehensible for a seven year-old and
provide a more heroic (read” less-deadly”) experience for
characters.
Tuesday, March 14, 2017
Beyond First Edition RPGs
The release of
subsequent editions of roleplaying games carries different
significance for publishers and gamers. Professional publishers often
develop subsequent editions to further refine the game system or
setting, but usually with the core motivation of launching a new
product or product line to stimulate sales. As consumers, gamers have
the prerogative to invest their money in what they like; some love
new editions of their favorite titles, others try one edition and
either stick with it or move on to something else (just as some
gamers find everything they need from a game’s core rulebook while
others need every published supplement). Do gamers really need
subsequent editions, or would publishers’ efforts be better spent
on developing and releasing innovative new rules and settings?
Tuesday, March 7, 2017
The Portable Kriegspiel
Veteran gamer
and designer Bob Cordery recently released The Portable Wargame,
a small yet illuminating booklet that vastly refines the idea of the
classic Kriegspiel for today’s gaming audience. It distills
the wargaming experience to a gridded surface (squares or hexes)
using modular terrain on a board far smaller than the sprawling
landscapes usually enjoyed by miniature wargame enthusiasts. While
gamers have been using gridded boards for a while – and some, like
Richard Borg’s Commands and Colors series, continue making
innovations in that field – The Portable Wargame provides a
rules framework to run a streamlined yet satisfying game with fewer
resources and less time than traditional board and miniature
wargames.
Subscribe to:
Posts (Atom)






