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:
Tuesday, November 7, 2017
Tuesday, October 17, 2017
Post-Apocalyptic Roleplaying Games
“So
it was that, after the [Flame] Deluge, the Fallout, the plagues, the
madness, the confusion of tongues, the rage, there began the
bloodletting of the Simplification, when remnants of mankind had torn
other remnants limb from limb, killing rulers, scientists, leaders,
technicians, teachers, and whatever persons the leaders of the
maddened mobs said deserved death for having helped to make the Earth
what it had become.”
– A
Canticle for Leibowitz
I’ve never really immersed myself in the handful
of post-apocalyptic roleplaying games released over the years. Sure,
I own some, acquired more out of curiosity and an interest in
dabbling, but even the few I’ve played never really struck a chord.
Perhaps it’s because I grew up with a sheen of anxiety about
nuclear war. Maybe it’s because – for the first time in more than
25 years – the threat of nuclear war on even a small scale seems
frighteningly possible. Yet I still look fondly at my small
collection of post-apocalyptic roleplaying games, day-dreaming of a
time when it was considered escapist “fun” to indulge in settings
ranging from gritty reality to gonzo fantasy.
Tuesday, October 10, 2017
Returning to Traditional Board Games
A
package from Lulu.com recently arrived containing a few books of
interest, two titles I knew I wanted – Bob Cordery’s Developing the Portable Wargame and
Dyson Logos’ 2016 Dodecahedron Cartographic Review
– and
one I discovered on a periodic search of the Lulu site (which still
doesn’t have a wishlist function or any means of more specifically
searching categories)...Damian Gareth Walker’s A Book of Historic Board Games. Frequent readers know I keep a shelf of books about games across the adventure gaming spectrum,
including those about more traditional board games like R.C.
Bell’s Board and Table Games from Many Civilizations, David
Partlett’s The Oxford History of Board Games, and Jeffrey A.
DeLuca’s comprehensive Medieval Games. Walker’s
contribution proves a worthy edition to my reference shelf and opens
the door to other resources to aid one’s exploration of more
traditional board games from throughout history. It invites readers
to discover board
games from across history and cultures, a
pursuit that
can vary our diet of adventure games.
Tuesday, September 26, 2017
Games Influencing Real Life
Recently I’ve noticed a number of game-related items demonstrating
how powerfully games can affect real life when they move beyond the
comfortable confines where we safely enjoy them: the kitchen table,
family game night, the game club shed, teen gaming day at the
library, the Friendly Local Game Store, game conventions. Certainly
games occur in reality – read Johan Huizinga’s Homo Ludens
and one learns games and game-like activities occupy particular
spaces in which specific rules of play operate – but when games
move beyond their usual boundaries they can exert a positive
influence in the real world, sometimes just for fun, sometimes for
serious issues.
Tuesday, September 12, 2017
A Wealth of Printables
The recent release of S. John Ross’ HexPaper Pro reminded me
how much the technological advances of the Internet Age have enhanced
our collective gaming experiences. It wasn’t too long ago – in
what I like to call the “Golden Age of Roleplaying” (the early
1980s) – that some of us purchased pre-printed character record
sheets and hoarded graph paper given our limited resources and lack
of home publishing technology. Today computers, printers, and the
internet give us seemingly unlimited access to printable game
accessories (paper minis, graph/hex paper, maps, adventures), PDF and
print products available through online e-storefronts, and to a
worldwide community of fellow gamers.
Tuesday, August 22, 2017
Gamer’s Gambit Demonstrates Store Ideals
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 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.
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