Thursday, December 9, 2021
The Virtues of a Higher Cause
Sunday, December 5, 2021
For Now
What a headache.
Dry subject, not one I have a keen interest in, and difficult to find pictures for. Artists tend to discard notions like "accuracy" or "practicality" when depicting their fantasy creations in clothing, not to mention they tend to mix and match one culture with another as though the 14th century was as cosmopolitan as the present. Which is fine, but it makes it hard to explain to someone who knows nothing about clothes the meaning of a "gomlek" or a "zibin," when both artists and writers on the net utterly fail to agree on either.
This post isn't about clothes. The linked page above isn't completed; and won't be, although I intend to work on it every day until I'm sick of it. Persians next, then Hindi, Chinese, Japanese, Africans, Americans, then possibly Elves, Dwarves and so on. Clothing is a subject I could come back to later and probably double the amount of written text ... talk of your endless rabbit holes.
This post questions the purpose of writing such information at all. Do players care? Isn't it all just "fluff?" And in the wider sense, I want to address my process for gamebuilding and design, which isn't a new subject for the blog but I always have something new to say about it.
When I began building rules for nutrition and the preparation of food, I presumed this was a fiddly bit of game design that would have a limited appeal to all but the most anal of DMs, persons like myself. It still sits there on the old wiki because I know it's another terrifying rabbit hole, and that when I get around to transferring it to the new wiki, it's another week's work to do it. But here's the thing: among my players, and the players of those games I influence — I hear about these things second-hand — the food rules are stupidly popular. The players get into absurdly fascinated discussions about what foods to buy at the market, whose going to make them and how their characters are going to develop greater cooking skills in the future. It makes no sense; the food itself has little direct influence on the "adventuring" aspect of the game. But the players love the concept, a concept enabled by a system, just the same.
I believe that given the opportunity, and if the rule is enforced, serious players will quickly get over the whining resistance stage of "record-keeping" rules and grok the intrinsic game value of these things. Talking yesterday to a player about the clothing overview I'm writing, she explained that although in her other D&D game — a very low-brow "DM-fiat" style where things like clothing, food and encumbrance are ignored — she finds the absence to be boring and annoying. She likes buying clothes for her character; she likes the challenge of figuring out how much stuff she can jam onto her player character without losing movement flexibility. She says, "I've gotten so used to doing it, it's habit now," adding, "Why would I mind?" Playing without it, however, she says the simplified game character is like a neutered stuffed doll. "I might as well be naked, and I never get hungry so it's like the food a Barbie doll eats. Made of plastic and it never runs out."
Most of the time, when I get advice on making some rule for my game, the proposal includes a measure of give and take. Essentially, if the PC gets something, the PC should be penalized in some way by the loss of something else. I couldn't disagree more! I think these "balance-oriented" designers totally fail to recognize that the game is chock-full of penalties already. My game has killer monsters, dangerously powerful organisations and religious zealotry, a high social complexity full of status-derived land mines and lots of sharp pokey-things aching to drain player character's of precious fluids. The players DON'T need additional punishments because they happen to throw a lucky die and get a stronger familiar, or special character "building" flaws to ensure they're less than godlike. In my world, they know they're not godlike.
What I want is to give their characters fractional bonuses and benefits that have limited application but yet positive effects that come without a price tag. I cannot do this without a game system that's very, very deep, that has a composite, labyrinthine intricacy that can be milked for unique kinds of sustenance ... which in turn rewards player choices by causing them to pat themselves on the back. This means making players think about knotty problematical things like food, clothing and encumbrance, enabling a richer, high-yield game based on much, much more than hack and slash.
From a designer's perspective, this means rewriting rules that have already been written, not just once but many times. It means revisiting individual spells, exhaustively sometimes, since the amount of potential detail is limitless. It means resting and contemplating the possibilities surrounding such a system, which is far deeper than haphazardly inventing something on the fly during a game, whether or not the players are consulted. How can any group come up with something truly generative with only ten to twenty minutes of consideration? That won't get addressed again, ever, because it's not a design— it's merely an agreement.
Last night I was rewriting the page that describes what a "sage ability" is and how they're acquired. I'm still in the middle of editing the page; I'll be working on it this afternoon. On the whole, I'm not satisfied that I'm thoroughly explaining the meaning and function of sage abilities ... which isn't a surprise, the concept is dense and the design pretty much insurmountable. I'll be writing sage abilities until I die, because there's no practical way I can account for "all of human knowledge and ability" as a single writer.
Begging the question: shouldn't I be writing sage abilities instead of describing, again, what they are? And for that matter, writing a blog post discussing that description? The answer has to do with standards. High ones. Ones that I apply to myself, because I cannot be happy with doing things superficially — that is, without plan, purpose or enthusiasm.
If the reader feels that I hold others to that standard, just because it's mine, is no more than the reader's conscience having its say. I don't have near as much influence over making the reader a better person than the expectations expounded by the reader's parents, teachers, church leaders, sports coaches or anyone else who took the time when you were a kid to say, "Hey, don't fuck it up." They meant life, but the sentiment applies to everything, from playing with your children to taking the garbage out responsibly. Sometimes we don't like the task at hand — I'm really not enjoying writing about clothes — but that doesn't exempt from my desire to do a good job, or the best I'm able. It's reassuring that later on, a month or a year from now, I'll find myself editing the page and expanding on it, just as I'm doing right now with the sage abilities page.
A proper game world is not made once, but dozens of times. If I seriously cared about modules, I'd take the village of Hommlet and develop the various themes, expand the number of residents, give better explanations for the hidden cult's motivations, add some other faction that was also vying for control of the settlement and provide more options and choices for the player characters to take and more obstacles for them to overcome.
And then, three or four years later, I'd start all over and expand Hommlet again.
Instead, I apply that methodology to my trade system, or my character background generator, or the overall quality of the wiki's writing, or whatever other rule gap that as yet hasn't been addressed and needs to be built from the foundation up. While I appreciate the resistance that other DMs have towards this sort of work, my resistance was overcome in the 1980s and 90s. At worst, I'm met with a subject that needs addressing, I sigh miserably for a few days, then I relent and fumble my way through the matter until it's sufficiently managed ... for now. That "for now" is always inherent in everything I make or write. It's a covenant I have with myself that admits there's a lot to do, but that none of it's worth doing if I'm not going to give it my all.
It's a pity that makes others feel triggered. I'd rather it inspired, that it sent a message that the tools and the time is available to dig in and do just as well — or better, having the benefit of my example as evidence that it can be done. It must be the personality I have. There are truly insurmountable designs in the world that would require unimagined resources and skill to recreate or surpass: the Pyramids, the Hagia Sofia, the Taj Mahal.
My form of game world isn't one of them.
Wednesday, December 1, 2021
For Sale; Will Sacrifice
Jump
Sunday, November 28, 2021
Familiars
I spent two days rewriting and expanding the explanation of this spell, now the longest spell page on my wiki:
What a headache ... and long overdue, though it's not the first time I've decided to increase the amount of detail. This is one of those bits of AD&D that left way too much up to the DM's fiat, meaning that the exact benefits of the familiar was never available to the player in any real sense. What exactly does "night vision" really mean?
Unfortunately, some of the needed back up links are still unavailable, as they need to be written, notably the pseudo-dragon and the quasit. All I can say is that while the latter might be something like the original, the pseudo-dragon definitely won't be. I've never understood the point in introducing a small dragon that's in no way like a dragon, and assuming the prefix "pseudo" is an effective handwave. In any case, those monsters haven't been created because I have a LOT left to do. They'll get done when I need them, or when they happen to come up.
I added six additional kinds of lesser familiar; obviously, I could have added more, as virtually anything could be one. I considered "rabbit" but I'm not convinced on that one yet. I marginally advanced the powers and knowledge conferred on the caster by the familiar and narrowed the gap considerably between what a lesser familiar can bestow and what a greater familiar can. I think it's important for players to want every familiar for some reason, so that it's not just a lottery of winning big or getting the booby prize. Personally, I'll take a chameleon, dog or mongoose quite happily. I think the monkey needs one more small benefit, but I'm worn down by making this spell fit into the sage system and other parts of the game, and I can't think of something.
Anyway, have a look. It's technically a first draft, so there are probably spelling errors and the occasional missing word. Feel free to point them out.
Friday, November 26, 2021
Monetizing a Craft
Monday, November 22, 2021
Shipping
I've just mailed off every copy of the menu for whom I have a street address. There are a few more people still left among the kickstarter supporters for whom I haven't mailed off a copy. I'll be contacting them directly.
Some menus were sent off last week ... and therefore should arrive before the bundle I sent today. CanadaPost has created this exhaustive, punishing regimen for shipping packages larger than a letter out of the country; it took us some practices to figure it out. There was much teeth gnashing around here, and not just from me. We seem to have it under control now. However, I've also heard that the Postmaster Goofball in America has bolluxed up the system so bad that less than 38% of packages are arriving remotely "on time."
So, my apologies for those who are still waiting. Objects are coming. I'm not tracking them because the system and the cost were wholly impractical. And so, if you haven't received something by the 15th of December, give me a poke. For those two persons waiting for packages in Europe, better give it a little longer. Nothing is going across the ocean fast these days.
I still have a few bugs to shake out; I have at least one more package to send off this week. I'm also going to have to look into a business license, which I've never needed before ... but clearly, CanadaPost expects me to have such a thing if I'm going to ship out of Canada. No problem, the kickstarter guarantees I can ship it.
I think I can safely say the product will go on sale between the 29th of November and the 1st of December. I'll post when that happens.
In the meantime, if you receive a copy of the menu, PLEASE write about it in the comments below. If not, please let me know you received your package on my email.
Sunday, November 21, 2021
MetaCareers
It may be that a childhood of playing boardgames on a very regular basis is one of the reasons why I refuse to see D&D as a sort of Candyland game, where the players start off at the D&D equivalent of the Gingerbread Plum Trees, work their way to the Licorice Castle, wander the Lollipop woods, defeat the big bad Gloppy and are rewarded by King Kandy at the Candy Castle. Not that there's anything wrong with Candyland; it's a very good game to teach patience and forbearance to four and five year olds. It is, however, despite the presence of two short cuts, an extremely linear game.
As all board games are, to different degrees. Being one who had the opportunity to play them, and very often, long before coming to D&D, I had the opportunity to pick their anatomy. And as I continued to play board games, and tactical wargames, for the first twenty years of my experience as a DM, I stole from them and messed around with them in attempts to make them more interesting ... much as I continue to do with Dungeons & Dragons. But that is a post for another day.
I understand that some of my readers will have far more experience with boardgames than others; not everyone grew up playing dozens of them, or indeed any boardgame at all. It also helps that my upbringing came before the arrival of other distractions, like computers and video games. If it helps, take note that I don't have a deep, nostalgic feeling for the boardgames I played. That was then and this is now, and having experienced a life without computers and one with, I'll take this one, thank-you.
But whatever your background, these games exist; and if you're interested in expanding your consciousness about D&D or any other game, it doesn't hurt to familiarize yourself with a few examples of game play that's been invented. Today I'm going to deconstruct one, talk about the premise of the game and then address the manner in which it could influence role-play and agenda building among player parties in a sandbox game.
The game is Careers.
This is the clearest, largest copy I could find, without glare on the game board so that every square could be read. It's 1024 pixels squared, so I can enlarge a portion of it fairly well, maintaining it's "legibility" somewhat. For example, I can read the portion with a little effort, right-clicking it and putting it in a new window.
Yet, Careers deliberately gives non-game material for sentimental, aesthetic reasons. We do not land on a square that merely reads, 2 stars, 4 hearts. No, it gives us a reason for that gain: we've raised a prize bull. Knowing that we've raised a bull helps us not at all with winning the game or strategizing our next move. And still it's interesting to know that's what we've done, while simultaneously giving the feeling that we're somehow involved with farming. Another square, elsewhere on the map, also gives us 2 stars and 4 hearts; only this one's in the Politics Career and we get it for "Lead official overseas visit." Somehow, though it's the same, it's not the same, is it?
Friday, November 19, 2021
Thursday, November 18, 2021
Why D&D Takes What Boardgames Do and Makes It Better
"... sometimes the chemistry (or lack thereof) among players will ruin the session, because they're looking for different forms of recreation. For example, players who get their kicks from backstabbing and player-vs.-player competition will not get along with players who enjoy cooperative or even regimented adventures. How could one GM possibly satisfy both groups at once?"
I could have written that ... except there would be more swear words and I'd say "DM." Rightly managed, D&D is supremely cooperative ... much more so than a boardgame that promotes a winner or a loser.
Another positive aspect of board games is their ability to teach us how to set goals and be patient. Strategy requires the capacity to accept and tolerate trouble, set-backs, losing all your money or finding yourself forced to rethink your strategy in mid-stream ... without getting angry and upset. Young players need to be coached on the principles of waiting for things to get better ... when stress arises at not getting something that's wanted, right now, the solution is not to dip into the bank and give the child another $500 ... because, as some parents might be convince themselves, "It doesn't really matter anyway." Loss isn't the only lesson that needs learning! Forbearance, faith in an expectation, knowing that the next hand or the next die roll might change everything ... these future things have to be conceived as if they were real, to counterbalance what is happening right now. If the future cannot be appreciated, then all that's left is stress! If your child is overwhelmed because everything up until now has gone badly, it's most likely because they're assuming the past is determining their future. This is never the case ... but if they don't learn otherwise, they'll carry a distrust for the future with them all the rest of their lives. Boardgames and card games can teach them otherwise, if they can be made to see it.
D&D goes one further in this dynamic in that if things are going bad, they're going bad for the party as a whole. One player with a run of bad luck in Monopoly necessarily enriches the other players during that run. But one player with bad luck in D&D is a burden everyone shares together. If Fred rolls six fumbles in a combat, the others aren't enriched, they're challenged further, especially if Fred dies and they've lost an ally.
This example can reveal the inherent nature of all the players. IF the others turn and snipe at Fred, demanding to know why he can't roll better, or tell him to pick a different die, or in anyway dump their new troubles verbally on him, then as a DM you have a troubled, toxic party that needs addressing and possibly trimming. What we want are other party members to step up and call out, "Don't worry Fred, we're got you're back. We'll hold them until things turn around for you!" This positive response reflects the party's understanding that they're in it together ... and that whether Fred rolls a 1 or a 20, he's embraced and upheld either way.
ANY sports coach worth his salt recognizes the importance of a team that "pulls together" ... and the necessity of trading away or benching even the best player on the team if that player cannot learn to play well with others. D&D gives a tremendous opportunity for game participants to play together and succeed together ... or would, if the game's masters weren't busy making sure they have super-individualized avataristic personalities that cleave vast gaps between their attempts to fraternize and join forces. There's a reason all the members of a team wear the same jerseys! Sameness breeds trust and friendship, brotherhood and sisterhood and a sense of family. Individualism breeds spite, entitlement and disunion.
When D&D asks a group of players bent on ego and eccentricity to form together and build a strategy, one they can all get behind together, the result is a ghastly mess. Everyone wants something for themselves, and without the binding strength of a "party," everyone wants it right now and in great heaps. But a group of players who are used to thinking as a friendly, supportive collective are instantly able to decide what's best for the greater good; and with the support of their friends, they're able to play the long game ... they don't need to be enriched today, because they know that it's going to come as soon as the battle's finally won.
It's a tremendous pity that most DM's will never experience this sort of party ... but it must be understood that this is because they don't understand their responsibilities AS a DM. A party must be brought together, they must be encouraged and taught to act together, they must be REWARDED for acting together ... and those who won't act together must be kicked off the team. There are no ifs, ands or buts to this program. There's no other method, no great adventure module that will smooth over those rifts, no clever voices the DM can speak, no new RPG that can be switched to in hopes of better results. Make them a team, or make them go home. Do not play board games with players who throw fits and tip over the board; and make sure everyone feels they belong.
Point in fact, the "fudging" solution is an effort to keep players who would tip over the board from doing it, by ensuring they "win." This is the unsaid part of, "I fudge so everyone has a good time." It automatically equates "a good time" with "nothing goes wrong." People this fragile need to re-train themselves at checkers or Candyland. They don't belong at a D&D table.
The best boardgames enhance creativity and self-confidence. The latter is far easier to obtain when the others around you are cheering you on, but let's move on from that argument. Confidence in a board game arises from discovering for yourself a strategy that never occurred before. This can be a very simple discovery ... for example, realising there are more hearts on the board than either stars or money in Careers. In D&D, small adjustments to a character's possibilities arise all the time: in the weapon we pick, in the amount of armour we choose to wear, in recognizing there's a clever way to use a spell we'd never considered and so on. But let me take an example from RISK.
For years, going back to my childhood, I took it for granted that the best strategy was to get hold of South America and hold it until the dice paid off. If South America was unavailable, try for Australia. But South America is better. Even though it starts with two territories to be defended, it's adjacent to Africa with it's six territories; if these can be taken, there's four territories to defend. Europe also has four territories, but if you break any of those the defender gets nothing. The attacker has to break two territories, well apart on the board, to wreck the S.A/Africa block. It doesn't always work, but it often does and I believed in it.
Then, in my 20s, I played with a fellow in multi-person games who consistently and deliberately avoided taking any continents. His strategy was to work in the top of North America and Asia and just take territories that weren't in anybody's way. While the other players were busting continents left and right, and losing armies as they did, he quietly accumulated 15 territories, getting the equivalent of South America without making enemies. If the others didn't notice, he'd push to 18 territories ... and often he could do it because going after him meant letting someone else keep Australia or South America. In the end, he'd simply edge out the opponents on territories alone. I began to try the strategy; it works brilliantly. The trick is to take one territory a turn and, like I say, make no enemies. Perhaps it appeals to my Russian heritage. I always had a special place for Irkutsk.
Learning little things like that about a boardgame we've played all our lives is huge. It boosts our faith in ourselves, jumps up our willingness to be creative and gets us motivated to look for other bits of genius. D&D excels at this. There are so many aspects to the game, so many little ways to find bits and pieces and adapt them to new strategies and possibilities, that players who are free to innovate develop a habit for doing so. This habit drifts over into their other activities, as what's being practiced are those cognitive skills that universities crave to invest in their students. If such institutions had the least idea what D&D could be offering, they'd rush to invest in game studies and courses. Unfortunately, the true virtuosity of the game is magnificently concealed behind droll, tiresome plug-and-play innovation-killing expectations.
Ah well.
P.S.,
Turns out, neither my daughter nor I remember the Careers board as well as we think. Sea did not become space; join an expedition became space. I'll be writing more on the Careers game soon.
Wednesday, November 17, 2021
Boardgames & D&D
Monday, November 15, 2021
Bored Games
To appreciate this post, it has to be undestood that I was born in 1964. I was 9 y.o. before there came a 3rd channel on the TV. I did not see my first arcade game until I was 11, and only then because I was in California visiting Knott's Berry Farm and Disneyland. I didn't see an arcade game in Calgary until 13. I didn't have cable television until I was 15, which only meant about twelve channels. I didn't have a Betamax video recorder until I was 16, the year after I began playing D&D.
In short, the number of distractions apart from boardgames and sports was far more limited than now. Thus, when I say I spent hundreds of hours playing a wide number of boardgames and card games, it was because there was lots of time.
My parents were serious about games. By the age of 6, I'd learned to play numerous card games, chess, checkers, battleship, parcheesi and Chinese checkers. Game nights on Saturday were a regular thing, two or three times a month, so that by eight I'd was a veteran of cribbage, backgammon, rummy, canasta and poker. Whist, and then bridge, would come later. Every member of my extended family, especially my hard-fisted German material grandfather, played cribbage ... and he in particular played "to educate" trusting young children. If your not familiar with the cold-hearted rules of cribbage, if you fail to count all the points in your hand accurately, your opponent can call "mulligan" and count those points against you. No empathy intervened. My grandfather would be the first to say it was a mean, son-of-a-bitchin' world out there, and if you can't learn to rely on yourself, you deserve to get kicked in the teeth until you do learn.
So ... games were a weird, fucked up battlefield. Virtually every elder person I played cards with held those sosrts of beliefs, on both the German and Russian side of my kin.
I got rather good at cribbage; there's more to the game than might be imagined, as it's about leading your opponent into playing cards that will enable cutting their throat. No need to go into it. Like poker, it's a skill. I'm an excellent poker player ... if the poker is REAL poker, that doesn't rely on ridiculous levels of chance, such as the ignorantly popular Feckless Hold-em. I love convincing a bunch of young "players" to try stud or draw; they just don't understand percentages or pressure.
As a kid, I played poker for literal peanuts, poker chips, matches ... whatever was available. I once was busted during a school science fair for playing poker while waiting for the teachers to bring the classes down to the auditorium one at a time. Gave lots of time to sit around and be bored. Got a week's detention for "gambling" ... with jelly beans. Authority fails to recognize a lot of the time that they're teaching the wrong lesson.
I never liked checkers as much as chess. If I played with my sister, it had to be checkers because she didn't understand complicated games. She was good for games like "war" and "go fish," or any board game that was really linear, like Careers, Payday, Life, Mille Bornes, Snakes & Ladders, Monopoly, that sort of thing. I played more board games in my childhood than I can possibly remember now. My sister and I used to play games at the family cabin, all afternoon, playing one kind of game after another. For my sister, the tougher games were onces like Masterpiece or Stock Ticker, and she certainly wasn't up to RISK.
But, let me get back to chess. My father taught me when I was very young and I regularly played with him and with my brother, who was five years older than me. My brother was and is a bastard; he and I have been in the same room four times over the last thirty years. The last time I saw him was my mother's funeral, nine years ago. I began beating my father at chess when I reached 11. My brother, when I was 12. By 14, I was deep into chess with the school club and competing in the occasional tournament. My best rating was just over 1400. I did okay, not great, but I was studying chess by then in addition to playing it; the game became a science rather than fun. But ... as writing became more important to me, and with the time I wanted to give to D&D, I recognised that to get better at chess I would have to give up other things I liked more. So I backed away. I continued to play into my 30s, but I haven't played a game offline in 20 years now. I'll be sure and teach my grandson, and play with him if he likes it, but that's all chess is to me now.
Stock Ticker hit me like a fever around age ten or eleven. I got better at the game and my father liked it a great deal. He did all the calculations instantly in his head — it's just two and three digit multiplication — but it was impressive when he could rattle off how much 11,500 shares of stock would cost at 1.35 cents a share. He taught me tricks that I used through high school and university, but computers ruined me. I'd have to struggle coming up with the right number in my head today.
I liked S.T. because it consisted of edging out the competition by risk and tenaciousness ... personality traits I still possess, though I apply them to other things. I don't imagine many readers here have played the game, and if they did most likely found it rather dull. But around age 11, it was my favourite game.
RISK, not so much. I appreciated the geography of it and I was always a strategy player, but children playing the game are liable to argue, kick the board over, sneak armies onto territories and that sort of thing. I lost friends to RISK, some from cross-accusations and some from hard feelings from getting pasted. It's hard to like a game when, if a run of luck occurs, the losers start screaming. I began to shy away from invitations to play that game. I did try Axis & Allies for a time, but I felt the game was structured against complete freedom of play. Every game tended to follow the same objectives, reaching the same three or four possible conclusions; I didn't feel there was enough imagination involved to hold me. In any case, by 13, I had a friend introduce me to Panzerleader.
Before D&D, that set of Avalon Hill tank games became fairly central to me, apart from playing chess. I continued to play Panzerblitz, Arab-Israeli Wars and Squad Leader through university, until other participants evaporated. I had two copies each of Panzerleader and Panzerblitz and I remember one summer our group of four played a vast game with 14 boards and seven hundred units to a side — two commanders to each side, each moving two armies against two armies. Obviously, we never finished it; when the tide of battle started to go one way, the losers lost interest — though of course it could have gone either way, still — and I learned my first lesson in player "commitment." Often, the idea of a game is much more interesting than actually playing it. I could have happily played that battle to the last man standing. Perhaps if there's a heaven, I'll get to yet.
D&D was the elephant that changed all my patterns. I still played boardgames with my family, but with my friends it was mostly D&D. There were some dalliances with Car Wars and The Creature that Ate Sheboygan; The Awful Green Things from Outer Space was a riot. Those were games I never played with family. Much later on, my parents got interested in things like Puerto Rico and Settlers of Catan ... but these are games that have a limited number of practical strategies, and once the strategy is realized, the game is as linear as Careers. Truth be told, video games in the 1980s began to obliterate any interest in board games.
My father taught me how to play whist when I was 10 and cutthroat bridge soon after. Bridge was his favourite game; he played it like a tonic, and once I'd become a decent player he wanted to get up a foursome between him and mom and me and whomever I was dating, engaged to or married to. So a string of girls sat in as a fourth until my first wife Michelle, who was about my level. But my father really understood that game; he never failed to teach or praise after every hand, as necessary. For a time he turned me into a good player, a skill I used well at university; through the 80s I played nearly a thousand rubbers with other friends and strangers; sometimes we'd play all day, changing out partners as people went to class, picking them up again when class was over. Typically, there were two or three tables going at a time, with alternates waiting to jump in. It wasn't a "club" ... it was just something to do in a world without social media and cellphones.
There are no boardgames of the '70s I didn't play for hundreds of hours; and most especially Monopoly, as there was always a copy of the game around. On one level, I count a lot of that time as wasted. There's not much to learn from one's 157th game of Life. It's really just waiting for death. It helps put a little perspective on those who talk about teenagers "wasting" their lives with social media. At least that's a potential to learn skills like communication and writing. We tend to forget that many of the pasttimes of erstwhile days were based on chewing up hours with purposeless make-work. Roll the dice, move the piece, buy the property. Wup wup.
'Course, anyone reading this will argue, "But Alexis, clearly you established a set of game principles that have served you in good stead these decades since! Not cheating, waiting for others to take their turn, thinking before acting, understanding how many, many different games were constructed — all of that is good meat for the stew!" Sure, I'll go with that. One thing a video game doesn't do well is teach participants to wait their turn; and both D&D and life require a considerable amount of letting other people speak and act ... and not just waiting for our chance to speak. But I'd argue that D&D was a better teacher of that then those old board games. It's a far, far better game. I'd far rather work on my game world than spend a minute playing a board game or a card game. I've spent enough of my life doing that. I'm not interested anymore.






