Showing posts with label Play Time. Show all posts
Showing posts with label Play Time. Show all posts

Monday, July 28, 2008

Quad-Fest 2008


We all knew the day would come. The day that Gyuss decided a disease-infested-over-flooded-mile-wide river that flows from Minnesota to Louisiana would rip him from the annual gaming weekend that has come to be known as Quad-Fest! Luckily our "quad" was still intact with a REAL out-of-town bad ass! That's right... Pokiman rolled into town for a one night only extravaganza of gaming delight. But I'm getting ahead of myself. I should back up to Friday.

Friday was a day for the dynamic duo. And that day was filled with an abundance of margaritas. Margaritas, senoritas, and Golf! Top Golf to be precise. This year instead of a rousing game of Ultimate Frisbee we decided to play 5 rounds of the game of kings! Oh that's chess? Well then I guess it was the game of drunken Scotsman. Because Dagromm, and I decided to try out Top Golf. Essentially it is a two-story driving range with gigantic electronic targets all over the range. You sink up your bucket of micro-chipped golf balls with an account you open at the range. Then every time you hit one of your balls onto the range and hit one of the targets you get points for accuracy and distance. Points! That's right... points! It turns driving range practice into a game. A game where you don't have to haul your ass all over God's green earth. A game where all you have to do is sit at your table and order drinks from the beer girl that strolls by. Needless to say I won 4 out of 5 rounds and the whole day was awesome.

We then met up with Pokiman on Saturday morning for 15 hours of non-stop hot gaming action. We decided to break away from the monotony of Dagromm's house and move venues. Actually the fact that Dagromm is re carpeting his entire estate was the reason why we had to move venues. That and his wife no longer allows friends to come over after Dagromm showed up one night with a gang of Hells Angels he met at the bar in his local Bennigans. They said they needed a place to "lay low" for a night or two. Need I say more? It just so happened that my new office building has an entire floor that is one gi-mungus conference room with kitchenette. So we crashed my office and spread out our gear all over the room. We declared nuclear war, we slaughtered orcs and goblins in a dark underworld, we raced sports cars across the French countryside, we wagered on mythical titans in gladiatorial combat, and we ate ham and cheese sandwiches all day long. Glorious was every minute. I also believe that I won 4 out of 5 rounds on this day as well. But that was to be expected.

Rock Me!

Friday, March 14, 2008

Anatomy of a Geek - Part 3


The main difference between going off to college and my last big move was that I was armed with better skills at making friends and I was determined to do so. But luck plays a role in these things and I happened to hit the jackpot. My very first friend was my freshman roommate, Gyuss Baaltar. The next day we met our immediate next door neighbor, Pokiman. These two as well as others mentioned on this blog such as Monkeywrench, Braveheart, Urban Cowboy, and Eagle Scout all became a tightly knit group of fast friends for four of the most fabulous years of my life. But no meeting would be more infamous in the annals of geek lore than that of Cyber D and Dagromm.


It was the fall of 1992 and Gyuss had just returned from dinner in the cafeteria and mentioned that he was about to go down and play this board game called Talisman with a bunch of the other freshman on the second floor. I hadn't heard of the game but when I learned it was fantasy based I was in. Dagromm and I met playing that game and we learned about of shared interest in Dungeons & Dragons. Following the holiday break Dagromm and I returned to campus and embarked upon, what I can only describe, as the most ambitious, creative, detailed, comprehensive, endeavor of a two year Dungeons & Dragons campaign. It started simply enough by recruiting players for the game. There were a few no-brainers like Gyuss and Pokiman, who had played before. But the vast majority of our friendship circle had no idea what an RPG was yet they condescended to give it a try. Because we were dealing with so many rookie players we realized we had an opportunity to do something very different. It was an opportunity to break the mold of traditional style gaming and bring something fresh to the experience. Our idea was to instill a gritty realism to a fantasy world that is typically lacking in fantasy games. So often game-masters focus solely on the mechanics of a game that the experience gets boiled down to a goal oriented arms race of who can accumulate more power faster than anyone else. This style leaves out so much of what makes RPG's great.


Consequently we identified three overarching aspects to bring to every adventure. The first was fear. We wanted the players to feel that the world around them was not this homogenous, friendly, by-the-book environment. In every adventure they would encounter prejudice, ignorance, betrayal, and an impoverished feudal society where trust was a more precious commodity than gold. The second was the school of hard knocks. Realistically the life of an adventurer would be a hard and thankless life. Most people would see you as nothing more than a mercenary and mercenaries are never to be trusted. We wanted to convey to the party that there was a reason why all the people in the world around them chose to be bartenders and blacksmiths… because adventuring was not always profitable but more importantly it was dangerous and deadly. This brings us to our third aspect that we wanted to instill into our mythology – Death. We made a conscious decision to make no allowances for the luck of the dice. If a character died based on the rules we did not change the outcome. Consequently many players started from scratch over and over and few players ever saw their characters advance.


Reading this you might wonder if our games were fun at all but I believe that our players shared an experience like no other. Because though the characters didn’t often reap the benefits of their adventures, we always tried to reward the players with something extra. From the beginning we provided a back story to the world around them, with a detailed mythology of original deities, information on how each race of creatures viewed the other, and ongoing information guides about new cities and cultures as they traveled the land. But the pinnacle of innovation was without a doubt our weekly newsletter. This precursor to every adventure was peppered with references from the characters recent encounters as well as littered with information that could help guide them on their upcoming task. Each newsletter built upon the last, rewarding loyal attendance and readership the same way a serialized television show might reward an astute and regular viewer with details only they can appreciate.


The Divine Messages as they were known became one of the most anticipated aspects of a two year campaign. But what was perhaps more amazing then anything related to the game itself was how the game brought different people together. To this day I doubt I will ever experience a more diverse cross section of individuals working together as a team towards a common goal. Of the nine regular players we had a theater major, a football jock, a Hispanic player, an African American player. We had mostly men, but the women represented too. We had straight A students and we had a player that eventually flunked out of school. We had business majors, English majors, psychology majors, economics majors and more. We had people who had grown up in small towns and those that grew up in the big city. We saw friendships develop that would have never exhisted prior to that shared experience. We spent hours of game time together but many have since spent infinitely more time outside the game. Some of my longest standing and dearest friends come from that experience and from a personal standpoint - I share a leadership experience with Dagromm that I am as proud of as any professional accomplishment.

We didn’t manage to play Dungeons & Dragons for all four years of school. Ultimately the multitude of other demands placed on any college student pulled us in different directions, but we all remained fast friends. Dagromm, Gyuss, Pokiman, and I continued to get together for a variety of different geek-fest activities but my last and best foray into Dungeons & Dragons will always hold a very special place in my memory. So for all you geeks out there in blog country… I salute you!

Thursday, March 06, 2008

Anatomy of a Geek


So what is a geek really? I find the whole definition of geek to be terribly interesting because we come in so many different shapes and sizes. Is it someone obsessed and adept with technology? Some are, but that is not me. I do okay but I'm no IT professional. Some say a geek is someone who uses hard-core academics to live their real world lives, like using multivariate math to bake a cake. That's not me. I can't even tolerate reading instructions. Finally there are those people who have a devotion to something that sets them apart from the mainstream. Ahhhh... that sounds more like it. Yep, I'm a Doctor Who fan. I read Lord of the Rings and have even attended a Star Wars convention. And yet I didn't collect comics when I was a child, I actually had girlfriends in high school, and I've never... EVER... let my hair grow past the top of my ears. So even though I can lose myself in the crowd at the national republican convention, what sets me apart from the throngs of boring white people? The answer is my inner geek.

Or should I say my inner story teller? I had planned a post about my geek origins for some time and it seems like the death of Gary Gygax is fitting enough timing, partly because it was his influence that offered me my first look into a shared experience of creative story telling. You see it all started at the tender age of ten years old. My two best friends, who lived down the street, introduced me to the wonderful game of Dungeons & Dragons. I was immediately captivated by it. It was like my mind came alive with possibilities as I entered another universe where I could help to shape its outcome.


At that time in my life, I was like many young boys who loved cartoons, action figures, and pretty much anything that could delight and entertain. Ironically enough it is around this time that many children begin to see the perils of conformity looming ahead. Junior High was just around the corner and I had no idea the lengths to which society could go to squash a child's unbridled creativity. I am happy to say that I was one of the lucky ones. After being introduced to role playing games, when my two friends and I would get together, we would play nothing else for the next three years. It is hard to articulate that feeling of first being exposed to a game that literally required only a pencil, some paper, and your imagination. To this day I still have memories of those early adventures and the images that it evoked in my own mind. Those were formative times because it helped me appreciate and find the joy in creating something from nothing. In fact it was so rewarding that I refused to relinquish my grip on it.

The summer I turned thirteen I moved away from the only place I had ever known as home. I would see my two best friends from time to time over the next few years but I wouldn't play Dungeons and Dragons with any regularity for a very long time. I moved hundreds of miles away to a place where I knew no one. But I didn't let that squash my inner geek, because just prior to my move I had been introduced to a funky little British TV show called Doctor Who.


To Be Continued...

Sunday, August 20, 2006

Paratroopers Rule


I've now played several games of Axis and Allies: Miniatures and I've come to at least one undeniable conclusion. Paratroopers rule! I've played different armies with different units. I've focused on a balanced army, I've gone heavy tanks, lots of air support, massive amounts of cheap units (canon fodder) but the most formidable armies I have built have always contained at least two paratroopers. Right now the U.S. paratrooper is (by far) the best, and with the Screaming Eagle Captain they become a serious force to be reckoned with. I'm usually the type of gamer that enjoys employing different strategies as often as possible. But these U.S. paratroopers combined with their captain, and the indirect fire-support of the 81mm Mortar teams is almost too "sure-fire" to pass up.

Basically these units get to "teleport" onto the battlefield anywhere and at any time. They are super tough (by comparison to other infantry), they have great attacks, and they ignore the effects of being "pinned down" (or in A&A terminology - disruption). They are expensive units but at 9 points a pop you can run 3-4 and still have enough for a 20-30 point tank and some other support units and still make it under the 100 point army limit. I am now torn between only every running paratroopers because I know it improves my chances of winning drastically OR trying my hand at some other strategies I see in the mechanics. I suppose I could take a lesson from the ol' Q himself and play an unbeatable strategy until somebody beats me.