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, August 22, 2017
Tuesday, August 15, 2017
Solitaire Board Games on my Radar
I’ve talked about solitaire roleplaying game adventures and solo
wargaming before, but not a whole lot about solitaire board games.
Although the common perception places “games” in the realm of
activities engaged with groups of people, I feel solitaire gaming
across the broad spectrum of the adventure gaming hobby has value,
whether to satisfy the urge for an interesting interactive story
(“Curling Up with Solitaire Gamebooks”), teaching rules and
introducing a setting (“Solitaire RPG Tutorial Adventures”), or
any number of other beneficial applications. I’ve often lumped solo
board games in with my occasional broad overviews of the state of
solitaire gaming: “Celebrating Solitaire Play” and “Solitaire Play Addendum” come to mind. For whatever reason – my
introversion, a lack of a stable gaming community, my
slowly-increasing misanthropic tendencies – I’m exploring more
solo board games these days. It certainly helps that I’m seeing more solitaire
offerings in this field on my gaming radar.
Tuesday, July 25, 2017
Adapting Games for A Play Community
“It’s not winning
the game that makes the game fun. It’s playing that makes the game
fun.”
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
Tuesday, July 11, 2017
Random Encounter Motivations
Monsters
serve as the default antagonists in
Dungeons & Dragons and its derivatives (primarily many games
developed in the spirit of the Old School Renaissance or OSR).
They’re the focal point of the entire hack-and-slash mentality:
kill the monsters and take their stuff. The character advancement
structure of these games encourages this kind of play. Fighting and
killing monsters not only earns experience points for the deed but
points based on the value of treasure plundered from dead monsters
(an aspect of the game’s design I’ve examined before). Certainly
elements like the “Monster Reactions Table” can mitigate these
presumptions. Yet a creature’s own motivations might affect how
they react when encountering adventurers just as much as the
adventurers’ openly displayed intent. This becomes particularly
important for randomly determined creatures – as “wandering
monsters” or in randomly generated dungeons – who don’t always
have motivational cues based on a particular location. For instance,
in a published scenario, four orcs in an evil wizard’s guard room
have an assumed role to keep adventurers out, sound the alarm, and
try to kill or capture intruders; but four orcs encountered as
wandering monsters don’t have such clear cues regarding their
motivation and hence their reaction to meeting adventurers. What if –
before rolling on the “Monster Reactions Table” – we consulted
a “Creature Motivation Table” to determine their intent when they
stumble upon adventurers?
Tuesday, June 20, 2017
All the Emperor’s Men
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| Half the fun is playing around with the miniatures.... |
Tuesday, May 23, 2017
Summertime Gaming Can Reinforce Lessons
Today’s the
last day of school on the medieval frontier of Northern
Virginia...the medieval side. (Alas, our school board thinks starting
school the second week of August, putting the first term SOL testing
right before the December holiday break, will increase SOL scores
instead of focusing on paying teachers decently and letting them
teach instead of handle bureaucracy....) Already last week summertime
recommendations started coming home: a list of recommended “series”
books for summer reading, a 22-page handout with math problems to
solve, a list of educational websites to visit, a page of “dice
games” that are really just math exercises with dice, and a thick,
door-stop-sized reading/writing workbook someone ordered but
apparently didn’t use all school year. All this comes slathered in
the repulsive stigma of homework, something the seven year-old Little
Guy has grown to dislike and resist throughout the school year, more
so in these final weeks before summer vacation. So what’s a parent
to do? I’m turning to two things we know and enjoy: fun themes and
games.
The Little Guy – and most elementary school kids, I suspect – maintains a host of interest in various media properties: Minecraft, Transformers, Pokemon, Star Wars (particularly Clone Wars), Godzilla, Doctor Who. Interest in them waxes and wanes, but they sometimes help him engage in educational activities disguised as fun. (I’ve blathered on about themes in games before in “Introducing Newcomers to Games: Theme & Mechanics.”) Just the other weekend we caught him sitting in bed reading a Star Wars book aloud to our cats (granted, they like hanging out in his comfy bed anyway, but apparently reading was a bonus). We’re embarking on a first-edition Star Wars Roleplaying Game campaign at his insistence; so far he’s enjoyed accurately adding up the results of numerous d6 rolls, especially when tossing handfuls of dice when using a Force Point. He reads all the powers and attacks on the cards when we play the Pokemon collectible card game.
The Little Guy – and most elementary school kids, I suspect – maintains a host of interest in various media properties: Minecraft, Transformers, Pokemon, Star Wars (particularly Clone Wars), Godzilla, Doctor Who. Interest in them waxes and wanes, but they sometimes help him engage in educational activities disguised as fun. (I’ve blathered on about themes in games before in “Introducing Newcomers to Games: Theme & Mechanics.”) Just the other weekend we caught him sitting in bed reading a Star Wars book aloud to our cats (granted, they like hanging out in his comfy bed anyway, but apparently reading was a bonus). We’re embarking on a first-edition Star Wars Roleplaying Game campaign at his insistence; so far he’s enjoyed accurately adding up the results of numerous d6 rolls, especially when tossing handfuls of dice when using a Force Point. He reads all the powers and attacks on the cards when we play the Pokemon collectible card game.
Tuesday, May 16, 2017
An Exercise in Nostalgic Futility
A
reader recently asked me about T1
The Haunted Keep
from
my “Gaming Artifacts: Homemade Modules” post. Back
in my teenage days during the “Golden Age of Roleplaying” (the
mid 1980s) I wrote several Dungeons
& Dragons
modules to run with the neighborhood kids, complete with maps and
keyed texts in the style of TSR’s own releases. T1
The Haunted Keep was my continuation of the sample dungeon at the
back of the Moldvay-edition D&D Basic rules. All my work
from this period is irredeemably horrible, yet I keep these artifacts
because they were an integral part of my earliest, eager gaming days.
And that enthusiasm suddenly returned when someone expressed interest
in seeing at least the maps to gain some insight about how I
developed the dungeon as a base for a family of wererats and their
marauding goblin allies. At first I had grand designs of typing up my
handwritten text, cleaning it up a bit, rendering the maps in a
better style than pencil-on-graph-paper, updating the stats to my
oft-overlooked AnyOSR Key
system-neutral notations,
and releasing it with retrospective design notes for
fun. Then
I
realized the idea was distracting me from my current distraction
(developing The
Greydeep Marches
setting) from what I really should be working on (The
Infinite Cathedral
setting) and
that it was
channeling my nostalgic enthusiasm for the creations of my youth.
Once
I calmed down, refocused, and realized bringing it to publication in
any form was not a good use of my time, the
brief experience
provided an opportunity to reflect on my past work to see what made
an impression on a
teenage roleplaying gamer in the mid-1980s.
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