Tagged with " games"

Pride and Prejudice

My nine-year-old son Connor finishes the partial hospitalization program that saved his life this spring on Friday. He’ll return to school, and his beloved friends and teachers and staff, for the last eleven days of the year. It’ll be a lovely reunion–he’s determined to surprise them on Tuesday–and he’ll get to show off the amazing new self-control and trigger management he’s developed, in a manageable, boundaried time period.

As part of his evaluation and treatment in the program, Connor was tested on a wide battery of skills and scales. Most irritating of these tests was a tear-your-hair-out boring attention test that required TWELVE FULL MINUTES of participation to determine a baseline. We laughed at the irony of his twice quitting an attention test because it bored him, but as soon as he tried it with someone to tell him to keep going, the test revealed no attention span issues.

Connor's first-place winning science fair project this year, about predicting compressive strength of materials based on their atomic structure.

Equally unsurprising to us were the results of his IQ test. He scored 136. Now, officially, there’s no “cutoff” for “genius level” anymore in the updated IQ scoring, but 136 puts him into the 99th Percentile for kids his age. In other words, only one percent of nine-year-olds score higher than that. His vocabulary and reading level is that of a 12th grader. According to a new study, that’s two grades higher than the average of the U.S. Congress.

This kid is staggeringly intelligent. Which comes as news to absolutely no one who’s ever met him. I feel far less proud than affirmed. These scores only quantify the bar that we’ve always felt we have to rise to as his parents. The doctor who evaluated him repeatedly emphasized how unusual Connor’s mind really is–the words “exceptional,” “exceed,” and “excellent” appear frequently throughout the write-up, and he urges several times that Connor receive gifted and talented services.

What did shock us in this evaluation was the statement that immediately followed the quantitative elements: “Connor indicates that he enjoys role-play games, which I would strongly advise against, given how these activities can result in him being more obsessed with fantasy than reality. Connor should be devoting his time and effort to normal activities socially, recreationally, and athletically that would be pursued by a nine-year-old.” Further down, he returns to this point: “Repeatedly, I witness children like Connor becoming consumed with fantasy and role-playing games, derailing their social and emotional development and ignoring ‘normal’ endeavors. The result is a pattern of unusual or atypical interests that ultimately are not shared by their peers, causing them to be viewed as unusual, odd, or atypical and, therefore, contributing to social rejection and emotional alienation.”

My first reaction was, “Holy crap, he thinks geeks are pathetic.”

I saw the Darling Husband’s hackles rise as he read, though he channeled it into humor, since the therapist who gave us the papers wasn’t the one who did the evaluation. Instead, he suggested that they give the doctor a call and tell him what Connor’s dad does for a living.

We shared a laugh at the time, with Connor in the room and unaware of what the papers said, but we were shocked and bothered by the obvious bias in the evaluation, and how utterly dissonant it was with both of our life experiences. How could anyone think such a wonderful hobby was destructive and alienating?

For both of us, fantasy literature and roleplaying games were the ultimate sandbox, an environment finally big enough for the universes our minds could imagine. Sci-fi and fantasy, both in prose and comic books, gave us colorful and expansive vocabularies that challenged us, in the days of stultifying spelling tests and reading assignments that left us cold. Games gave us math problems we wanted to do. They gave us new friends at home and around the world, hours of solo and group entertainment, and eventually, roleplaying games gave us each other. They are our hobby, and our work, and now our legacy to our children.

We understood the doctor’s concern that, if Connor was only into media far beyond his peers’ comprehension, he’d have no common interests with them. But what’s “normal” for a nine-year-old? Chess? No, no chance of obsession there (ahem, paging Bobby Fischer). Baseball? Just what he needs to stay away from unsociable statistics (or not). Guns? That can’t possibly turn out badly. In fact, I’d like someone to tell me what subjects are, in fact, more normal for a nine-year-old American boy in 2012 than heroes, monsters, superheroes, Star Wars, LEGO, and XBox games?

Sure, we’ve known our share of people who couldn’t function well socially in contexts that excluded their primary enthusiasm. Every joke refers to a D&D stat, or a video game plot, or a Monty Python sketch. Every anecdote ties back to a Star Trek episode. And yes, autistic kids get fixated and study the everlasting hell out of what they like. Some days, it’s all they can talk about, and that can be off-putting to other kids who don’t have the sheer bloodyminded endurance they do. But that’s not the vast majority of today’s geeks and gamers, and it’s certainly not Connor.

Connor got a make-your-own sonic screwdriver kit for Christmas. He may have been pleased.

Cam and I will take some credit for keeping his interests wide. Every time he finishes a book, movie, or TV series he’s thoroughly enjoyed, we’ve got three new things racked and ready to suggest. So you liked Star Wars, did you, kid? Here, meet this guy called Indiana Jones. Muppets tickled your fancy? Fantastic–watch this Wallace and Gromit short. Harry Potter and Doctor Who are pretty awesome, aren’t they? Let me tell you about my friends Sherlock Holmes and Lewis Carroll. And the same lack of inhibition that sometimes leads Connor to say tactless or oblivious things allows his passion and enthusiasm for his favorite things to bubble over giddily, and it’s absolutely irresistible. He’s a trendsetter among his peers. They don’t tell him he’s weird for liking what he likes–they want to know what’s got him so excited.

I know the kids around him won’t always be as forgiving of his differences. But the age when that happens was exactly when Cam and I found roleplaying games, and we weren’t alone. Neither will he be. In fact, he’s likely to be in demand as a creative, versatile gamemaster with deft control of rules and narrative, and a bag full of hacks and tricks. Heavens know, he’s learning at the feet of The Master.

We want to let this doctor know that we respect his experience and knowledge, but in this area, he’s got it flat wrong. Games knit society closer together. Connor’s entire existence, and his loving home, come from the power of those stitches. His whole life, since before he was even born, he’s been on the receiving end of love and support from the friends we’ve made through games. He’s already discovered the delight and the challenge in them, and he’s learning social skills in a safe, welcoming environment, in the community of gamers.

How on earth could he grow up healthier without all that?

Rolling to surmount the language barrier

This story was originally published in the RPGirl zine in 2010, a fine publication edited by Emily Care Boss and containing the writings of quite a few other fascinating women in the gaming community. Enjoy!

I hadn’t been in France long when I met my first foreign gamer. And it didn’t just come up casually in café conversation—I was introduced by another student who knew I’d met my then-boyfriend (now Darling Husband) in an online RPG, and grasped that the concept was related to what this student had been describing to her at a party. I agreed to meet him, knowing that, at the very least, I’d know another geek.

But she was right. Nicolas was a real live French gamer guy. I thrilled him in our first meeting by having Secret Knowledge. We were talking about TV shows, movies and books we liked, and he asked if I watched “Aux Frontières du Réel,” or “On the Frontiers of Reality.” I said I didn’t know it, was it French? “Non, non,” he insisted, and reached for a book. The cover explained it all—behind the French title was a distressed, typewriter-style X. “Oh,” I explained in French, “In America it’s called ‘The X-Files.’” “That explains everything!” he exclaimed. “I always wondered why that X was there!”

Still, scheduling kept us from getting a game together for months, though Nicolas and I would chat when we bumped into each other. Mostly this consisted of him asking me if I knew about a game that had just come out in France, and me apologetically explaining that it had come out four years earlier in the U.S. When I finally met the group, it was to play a one-shot of something I’d never played: Time Lord.

I’d only seen Doctor Who played by Tom Baker on PBS, when I was about five years old. What I’d seen, I didn’t really remember, except, of course, the scarf, and several aliens that looked like upended rubbish bins on wheels. I’ve become a rabid fan since the 2005 reboot, and there’s no doubt I would’ve enjoyed the game more, knowing what I know now.

That said, I enjoyed myself quite a lot. It took several hours to get up to full speed on the French, but that says more about the universality of gamer speed- and geek-speak than it does about my French; I’d already taken on a French customs officer over the phone and won, which I consider the height of my skills. It turns out it’s also universal to play nonstop into the wee hours of the morning.

As we moved into the climax of events around 3.00 a.m., I found myself caught up in the action. We were likely to get cooked by the savage inhabitants of the place where our TARDIS ditched if someone didn’t quickly impress the hell out of them. I chose the much-maligned classic gambit: C3PO and the Ewoks.

“I’ll start speaking in tongues!” I asserted excitedly, preparing to let fly with a steady stream of fast English. I opened my mouth as Nicolas set the scene for the natives and…

Nothing. I could not conjure a single English word to save my life. Surely this was just a late-night misfire. I opened my mouth, tried again.

Nothing.

My English was gone. It had sunk deep in the weeds of my second language, lost in hours of linguistic and narrative immersion. I was stunned by how quickly my language—something I consider integral to my personality and cultural identity—had deserted me in the marathon of collaborative storytelling and group bonding. Two more false starts, and I finally managed a reasonable facsimile of what I’d been aiming for, enough to move the action along toward its conclusion.

At least I rolled well, thank goodness.

Jan 16, 2012 - Game Theory    No Comments

Spoiled Rotten: Reverb Gamers #13

REVERB GAMERS 2012, #13: Who’s the best GM/storyteller/party leader you’ve ever had? What made him/her so great? (Courtesy of Atlas Games.)

I have been so ridiculously, stupidly fortunate in my gaming experiences, it isn’t even fair for anyone to take my idea of a good GM into account. Why do I say that?

I’ve been in the wild and woolly adventures of the Thorne Family in a Warhammer Fantasy Roleplay campaign run by bestselling author Jim Butcher; it goes without saying that he’s a master of epic storytelling, but he also makes every player feel important. I’ve been in an Amber throne war run by Fred Hicks, co-founder of Evil Hat; he’s got a keen understanding of character motivations, and he knows just when to twist the knife. I was at the first meeting of the Diogenes Club run by Rob Donoghue, fellow Evil Hat founder and one of the creators of Spirit of the Century; if you like bombast, wild theatrical play, and devlishly clever twists, look no further. I’ve played Roman Empire intrigues run by Jason Roberts and Michael Miller, creators of FVLMINATA; Jason’s historical knowledge is vast, even by my standards, and Mike is very skillful at breathing life into the setting. I’ve played in battles on the Caribbean seas run by Jason Hawkins, creator of Run Out the Guns! (as I’ve described elsewhere). I’ve played in a Black Company escapade run by Lydia Leong of Ars Magica and MU* fame; her technical mastery of systems frees the players to be as twinky as they want to be, yet she loves to orchestrate big fights and wallpaper-chewing RP. I’ve played in a power struggle for control of the Kansas City Camarilla run by Allan Grohe of Greyhawk and Chaosium Press renown; he’s got an unparalleled knack for balancing the egos and motives of both players and characters. I’ve played in Clark Valentine‘s original setting; Clark’s a wonder of creativity, and he thrives on player collaboration to build marvelous worlds. And, of course, I’ve played Dragonlance with Cam Banks, as well as countless one-shots and other campaigns of his design.

I’ll give all you RPG players just a moment to seethe with envy.

Some of this luck has been self-made. Several of my favorite games were run by the creators of that system and/or setting, so here’s my best piece of advice: When you’re searching convention programs for games of interest, look for the events where writers and designers are running their own games. In almost everything else, familiarity breeds contempt; in GMing, familiarity breeds comfort and flexibility.

Our Dragonlance campaign group in PA (L to R): Clark Valentine, Cam Banks, Paul Marcinkevage, Scott Williams, and Amanda Valentine. I'm behind the camera, where I belong.

Of all these extraordinary experiences, though, the best GM I’ve ever played with is, hands down, my Darling Husband, Cam Banks. Sure, I’m biased, but I think I’d get a fair amount of agreement for anyone else who’s been lucky enough to sit across the table when he’s running the show.

But I’ve got lots of good reasons why this is the case. First, he tends to run systems that he knows backward and forward, so he navigates the rules with speed and deftness. I know the look in his eyes when he’s crunching numbers, rules, exceptions, and sources; it’s similar to the look WALL-E gets when he’s making one of those tidy little trash cubes.

Here's that stat block you wanted.

Because he’s so facile with the mechanics, he rolls easily with whatever harebrained schemes his players develop (and by players doing harebrained things, I mean me, doing what I usually do). He also often runs games in settings on which he’s exhaustively informed, whether because they’re of his own design, or they’re from canons of work on which he’s earned his status as an authority, like Dragonlance and the Marvel Universe.

Second, he juggles player dynamics with uncommon sensitivity. This may be his counselling training and skills as an arbitrator showing through, but whatever it is, he’s got a knack for keeping all the characters in the mix, so even cut-away scenes when the party splits up don’t end up with anyone feeling bored, ignored, or slighted. He manages all different kinds of players and lets them play the way that’s fun for them, making the most of their strengths so that something that may seem annoying to different-style players under another GM ends up feeling like an essential contribution to the whole group.

Third, finally, and most important, he is the single most brilliantly creative storyteller I’ve ever known. He has a Red Phone with a direct line to the Primal Well of Story. If most people were put into a room with paper and pen and told to come up with as many completely original story concepts as possible in one hour, we would probably be quite pleased with two or three solid ideas–Cam would have ten, unique, insanely clever, out-of-the-ballpark hits. He sees stories the way Grand Masters see a chess game, infinite possibilities spooling out from every decision point. And despite this mind-boggling talent, he’s never threatened by his players’ input. I commit the most egregious mutilations of his best intentions, and over and over, he’s taken those derailments and woven narratives I could never have imagined. He even makes me, and all his players, feel like they’re brilliant for those contributions.

He runs games at conventions all the time, so it’s always worth trying to get in to one of his sessions. Bribe, beg, connive, steal–whatever it takes. He’ll redefine your image of a great GM, but even more remarkable, he’ll make you feel like you’re a great player.

Jan 15, 2012 - Game Theory, Literature    1 Comment

Straight Into Hell: Reverb Gamers #9 & 10

REVERB GAMERS 2012, #9: Have you ever played a character of the opposite sex? Why or why not? If yes, how did the other players react? (Courtesy of Atlas Games.)

I can only think of two male characters that I created and played–I’m sure I’ve played male pregens at cons over the years, but they don’t stick in my memory so much. The first was the aforementioned Wasabi Delmonico, the San Francisco Kid. He was for a pulp one-shot, a Chinese-American teenager who raced soapbox derby carts down the Bay Area hills and did other sorts of wacky stunts. I think we fought flying gorilla men. His name is clearly the most memorable thing about him; his gender wasn’t really a factor in the game.

Scottish pirates, burying William Kidd's treasure.The second male character I played was in a con game, but he’s lodged in my memory (and possibly those of other players) as firmly as any character in an extended campaign. My friends Lydia and Rob had raved about the fantastic sessions of Run Out the Guns! they’d played at Gen Con the year before, run by the game’s creator and historical-replica sailor Jason Hawkins. There’s a big focus on historicity and realism, for all that it’s a swashbuckling adventure game, so I didn’t want to introduce the anachronism of a female sailor, or deal with all the actual prejudice and liabilities that would come with portraying a woman accurately in the setting.

So I made a bosun’s mate named Hamish Macbeth, a brawny ginger Scot. I was thoroughly immersed in the BBC series based on the M.C. Beaton books at the time, so sue me for unoriginality if you must. I’m a pretty fine vocal mimic, so that same immersion meant that I could affect a mighty strong (and fairly accurate, if I do say so myself) Highland accent. Jason was an amazing GM–his extensive work on the Rolemaster system meant he could handle the technical aspects with a facility not associated with Rolemaster, and his deep knowledge of the setting and ships meant he made very complex things run with a wild, fly-by-the-seat-of-your-pants, theatrical ease. The ship battles were epic, and it’s a bosun’s mate’s job to relay orders from the captain to the crew. I did this in a salty, broguey bellow that was, upon reflection, completely inconsiderate to every other game going on in the labyrinthine basement of Milwaukee’s Mecca Center. But, great good gods, did we have fun.

When the game was over, Jason shook my hand heartily and said, “Hamish, man, I’d follow you straight into hell with that voice!” I’ve shared that compliment often over the years, as one of the highlights of my game convention experience, but only upon thinking of my answer to this prompt did it occur to me that Jason and my fellow players referred to me and called for my attention all that night with male pronouns and epithets. I was so deeply into Hamish’s head that I honestly didn’t notice.

I’m not usually so thoroughly sunk in a character that I forget I’m not him/her, and the dissonance between my feminine self and a masculine character when I’m not completely in either world is the reason I don’t play male characters more often. I can’t possibly know what it’s like to be inside a man’s head, and I wouldn’t dare to suggest that I do, so I don’t trust myself to accurately portray a man’s motivations as I make decisions for that character. I think most game settings and GMs go out of their way to allow for greater gender balance than strictly historical mores would accommodate, so I haven’t felt restricted in my character choices by sticking with the gender I know.

REVERB GAMERS 2012, #10: Have you ever played a character originally from a book/TV/movie? How did the character change from the original as you played? If not, who would you most like to play? (Courtesy of Atlas Games.)

I’ve played a lot of great characters from book, TV, and movie settings I love, but for this prompt, all I can think about are the ones I despise. I’m going to bring some flak from earnest fans, but here’s the honest truth:

I HATE Sand from The Chronicles of Amber and Goldmoon from Dragonlance.

For those not familiar with these characters, here’s a bit of background. The Wikipedia entry for Sand and her brother Delwin, introduced in Blood of Amber, says this: “Delwin (brown & black) and Sand (pale tan & dark brown), twin brother and sister. They only lived a short time in Amber, preferring to live in the Shadow worlds and keep themselves removed from the affairs of their siblings.” I think it was the Diceless RPG by Erick Wujcik that introduced the idea that Sand has power over the dreams of others, but I’m not entirely certain of this. In any case, she’s a minor character, and she’s as flat and colorless as the substance for which she’s named.

And I’ve never played Goldmoon in a run-through of the Dragonlance adventures that didn’t make me wonder why Goldmoon and Riverwind didn’t take their toy and go home. In one particularly memorable campaign, Goldmoon met the rest of the companions as they punched Flint repeatedly, in an effort to render him senseless so they could cross the river. I’ve got lots of problems with the character, but frankly, I’ve never been able to get past that first, most essential obstacle.

The cruelest thing my Darling Husband has ever done to me was to make me play Goldmoon in a Dragonlance one-shot while we were hanging out with friends in New Zealand. Halfway through the game, all the characters “woke up” to discover that they were actually Amberites, being manipulated through their dreams. And Goldmoon was actually Sand.

At which point, the words “divorce” and “green card” and “one-way ticket home” were casually thrown into the conversation.

Ironically, though Cam writes RPGs for licensed properties, I’ve only played Smallville once; I’ve never had the chance to play Serenity, Supernatural, Demon Hunters, Leverage, or Marvel Heroic Roleplaying. This isn’t because I wouldn’t love to. Rather, it’s a function of not being able to afford babysitters for game nights, and game conventions being work rather than play for us, on the rare occasions in the last decade when we can arrange someone to stay with the boys so I can attend. Hopefully, that’ll change, and I can finally find out what all the buzz is about.

Necessary Things: Reverb Gamers #7 & 8

REVERB GAMERS 2012, #7: How do you pick names for your characters? (Courtesy of Atlas Games.)

I’m influenced quite a bit by the setting–if there’s a clear analog to a time period or ethnic culture, I like to find a name that fits in the landscape. Just Google “baby names” and you’ll find all sorts of fantastic lists, often with meanings attached; www.babyhold.com has one of my favorites, with lots of ethnic names to choose from. I also read a lot, and books are fantastic sources of names. You might even keep a list of your own, with your gaming supplies, so you can remember the nifty names you come across in odd places. I’ve been inspired by names I found in alumni mailings, historical documents, garden centers, news reports, even on menus (I once had a pulp character named Wasabi Delmonico, after a steak description at a trendy bar and grill!).

And in case you’re the kind who does keep lists, here’s an incomplete list of character names I’ve used over the years (in no particular order): Selwyn, Rebekah, Julia, Rosemary, Margaret (aka Maggie the Book), Caledonia (Callie, for short), Bethan, Mercia, Anthea, Amara, Constance, Helga (the Wonder Nurse), Astrid, Marilla, Serafina, Lysimachia (Lysa for short; it’s the Latin name for Loosestrife, which is awesome for a fairy name), Stella Cordaric, Twink (the halfling barbarian with a soup pot for a helmet), and Freya. I know I’ll kick myself for the ones I’m forgetting, but if any of you dear readers can remember other characters I’ve played over the years, feel free to post names in comments!

REVERB GAMERS 2012, #8: What’s the one gaming accessory (lucky dice, soundtrack, etc.) you just can’t do without? Why? (Courtesy of Atlas Games.)

I’m terrible at sitting still; I have Busy Hands ™. So my essential gaming accessory is a craft to work on while the game’s in progress. Over the years, I’ve crocheted, knitted, cross-stitched, and made jewelry at the gaming table; I do this while visiting, watching movies, even during church services (thank the gods for circular bamboo knitting needles; no danger of a mortifying clatter when you accidentally drop your knitting). This is what I’m working on at the moment; you can see examples of my jewelry here.

Some people–even other women–this takes aback. From the reactions I’ve gotten from some men at convention games as I took out my tools and fibers, you’d think I’d just whipped out a breast instead. Somehow, it seems, my crafting was an unwanted feminine intrusion into their macho adventure space. In other groups, it was the norm. The battlemat was littered with scraps of embroidery floss, yarn ends, wire snippings, and stray seed beads. All the women around the table were industriously working away on their blankets, quilts, or wall hangings, stopping only to roll a handful of dice and briskly announce, “I kill it.” It was like the awesomest kind of quilting bee-slash-special forces raid.

I know that not everyone can deal with someone efficiently multi-tasking in their presence; it looks to them like I’m not paying attention as they play their part of the scene. What I try to make them understand is that I’m actually far less likely to stay focused on the action if my hands are busy. That physical occupation calms the restless, seeking portion of my mind, allowing the creative part to fully concentrate in the mental task at hand. I’d be curious to know how many other gamers on the ASD spectrum function better while stimming. I’m fortunate that my stim of choice masks what it’s doing for me in a sensory capacity. And when I’m done stimming, I have pretty things to show for it.

Jan 10, 2012 - Game Theory    4 Comments

Now With Extra Pulp: Reverb Gamers #6

REVERB GAMERS 2012, #6: Describe your all-time favorite character to play. What was it about him/her/it that you enjoyed so much? (Courtesy of Atlas Games)

I am terrible at picking favorites. That may make me a better mom, but it makes me a terrible blogger, and at the moment, it makes me an especially behind-in-posts blogger. I’ve been positively paralyzed with indecision for days now over this question, and there’s no way I’m ever going to be able to settle on a single favorite, so I’ll just write about two characters I enjoyed immensely.

The USO dance from "Memphis Belle."

Little known fact about me: if I could go back in time for one night to any period of history, I would go back to 1942 for a USO dance. (No, not the Middle Ages; I know so much about them that I’m quite sure I would be miserable back then.) I love the ’30s and ’40s–the fashion, the movies, the music, the architecture, and the general sensibility. Sure, I’d ditch the sexism and racism, and I know from direct testimony that the Great Depression sucked immeasurable ass; I’m not wishing things could be exactly like that again now, like some weirdly myopic nostalgic folks do. But I’d give a lot to check my hairpins and Max Factor red lipstick, straighten my stocking seams, and go swing dancing in an airplane hangar for one night (preferably with Capt. Jack Harkness, but I’m not picky).

As I’ve mentioned before, I also really love theatrical, over-the-top, seat-of-the-pants adventure roleplaying, and when pulp action games are at their best, that’s exactly what you get. So when the Darling Husband announced his plans to run some pulpy goodness using his own house system, I was all in.

My character was mild-mannered housewife Rosemary Rogers. But at night (you knew it was coming), she became a masked vigilante, determined to rid the streets of crime. She was…

The Cleaner!

No, this isn't The Cleaner, but it's in the ballpark.

Yes, with her matched shotguns Spic & Span, she patrolled the streets on her trusty Rinse Cycle, red raincoat snapping smartly behind her as she scoured New York City!

And she did kick unholy amounts of ass.

I don’t remember a lot of specific events, to be perfectly honest. She did fly a plane (or was it a pterodactyl?) through the window of a museum to escape some thugs, long before Ben Stiller did. And we had many fine confrontations with Mexican badguy El Suerte (later revealed to be criminal mastermind El Muerte) and his stubbly henchmen, led by the mountainous luchador El Toro.

If this all sounds terribly cheesy, you’re absolutely correct. That was the point. The puns, the one-liners, the ridiculous stunts–the only thing we didn’t have were giant primary-color speech balloons reading “POW!” and “BAM!” There was no deep angst, there were no wrenching decisions, there wasn’t even any meaningful character development. I’m not saying that those things don’t happen in good pulp/noir fiction or games; I’m just saying that we weren’t in the game for that. Personally, I was in it for the moments when I described the most outrageous, over-the-top stunt I could think of, earning a squint from Cam and, in a highly dubious tone of voice, these words: “Roll it.”

And somehow, far more often than probability math supports, I did.

I played in other fantastically fun pulp games over the years, most notably a one-shot of Silver Age Sentinels on one of our trips to California, in which I played a Judy Holliday-style ditzy blonde bombshell, exposed to an atomic test while visiting the troops in the Pacific, leaving her with flight and light powers. I called her The Hollywood Starlet, and I chewed gum and talked like Marisa Tomei does in “My Cousin Vinny.” While I did a number of heroic things in the game, I best remember tormenting Fred Hicks’ inscrutable Atlantean character Deep Blue by asking repeatedly, in that squeaky Brooklyn accent, “Deep blue what?!”

None of these characters are worth more than a few panels in a yellowed comic book, but for sheer untroubled fun, it doesn’t get much better.

Game On: Reverb Gamers 2012 #3, 4, & 5

Ironically, catching up with work at Atlas Games has put me behind on Atlas Games’ blog project, Reverb Gamers. But it’s a quiet afternoon at work, with no big restocking orders today and my bosses home with sick twins, I’m taking a moment to get up to date.

REVERB GAMERS 2012, #3: What kind of gamer are you? Rules Lawyer, Munchkin/Power Gamer, Lurker, Storyteller/Method Actor, or something else? (Search “types of gamer” for more ideas!) How does this affect the kinds of games you play? For example, maybe you prefer crunchy rules-heavy systems to more theatrical rules-light ones.

This question refers to basic archetypes offered by game designer extraordinaire Robin Laws. If you’re not familiar these terms, he says most players fall into one of five categories, as summarized in an excellent blog post:

  • The Power Gamer: Get more powers and use them often and efficiently.
  • The Butt-Kicker: Enjoys combat and pwning NPCs!
  • The Tactician: Like to beat complex situations through thought and planning.
  • The Specialist: The one who plays a <insert character type here>. Ninjas and Drizzt clones are popular.
  • The Method Actor: Likes total immersion in a character’s assumed persona, whatever the costs!
  • The Storyteller: Enjoys exploring a story unfold around a character’s actions and choices.
  • The Casual Gamer: Shows up to be with friends and share the social energies of the group.

(These are also the character types in the fantastically entertaining movie The Gamers: Dorkness Rising.)  Of those, I’m clearly The Storyteller: I love telling stories with my friends around characters. I explained this more fully a little earlier.

But I’m quite taken at the moment with a different set of classifications, offered by my dear friend Rob Donoghue:

  • The Connector: Plays for story; rules are of negligible importance.
  • The Evil Muppet: Creative, whimsical, engaged, and in it for a specific kind of interaction: he wants the GM to bring the pain.
  • The Swooshy Giant Brain: Super-smart, but mostly just wants to stab things for fun.
  • The Rookie: Enthusiastic, rules savvy, in it for fun, but with not as much experience to draw on.
  • The Wildcard: Somehow both the most inspiring and most maddening player at the table, with a creative, twisted mind and enough rules know-how to take the whole game offroad.

These categories don’t make some of the assumptions that Robin’s do, the most problematic of which being the incompatibility of technical and creative emphases. Rob’s archetypes are patterned after mutual friends, which makes it personally fun, but they’re also more easily combined to reach a personal description.

In this system, I’m about 70% Connector, but at least 30% Wildcard; these proportions vary depending on my mood. It’s still all about the story for me, but some of my choices have been known to derail entire chunks of planned adventure. What can I say? It’s a gift.

REVERB GAMERS 2012, #4: Are you a “closet gamer?” Have you ever hidden the fact that you’re a gamer from your co-workers, friends, family, or significant other? Why or why not? How did they react if they found out?

I was surprised at how negatively some respondents took this question, so let me clarify. It’s pointing to the fact that some people feel that they have to hide their gaming, not suggesting that anyone should feel that they have to. And sure, if you’re writing a public response to this prompt, you’re probably not closeted anymore, but many kids had to dissemble with parents and teachers about what, precisely, they were doing with friends, so it’s not as alien a notion as it seems.

I’ve been incredibly fortunate in a number of ways that have prevented it from ever being necessary to hide my love of gaming. While very devout Christians, my family is the liberal, Methodist, God-is-love kind of Christian, not the kind that’s threatened by imagining worlds where other powers are possible. To their minds, we were kids who were reading, doing math, telling stories, and not committing crimes–what’s not to love? My work never made an issue of it, either. College is all about exploration, and I was only a lowly TA or adjunct, so nobody cared enough to be upset about my hobbies. And now my hobby is my work, at least for the time being.

All this being said, I know at least two good friends who do not want a word of their participation in gaming breathed outside the confines of the houses where the games take place. Both of them feel strongly that being “outed” as a gamer would be a liability to their careers, and I’m inclined to agree with them. Yes, it’s unfair, yes it’s silly, and yes, attitudes are changing. But they haven’t changed all the way, and some fields are more conservative in their expectations and acceptances.

So it’s still very possible to know these people. You may even game with them. Just something to be aware of when you go naming names in the posts about your weekly game. They’re not just being silly, and it’s nobody’s decision but theirs to let those around them know what they do for fun.

Me playing Gloom with some kids at the Student Council Game Day last May

REVERB GAMERS 2012, #5: Have you ever introduced a child to gaming, or played a game with a young person? How is gaming with kids different than gaming with adults?

The short answer is yes. I used to pack my copy of Kill Doctor Lucky when I went to substitute teaching assignments, and at some schools, kids would come up to me in the hall and ask whether they could sign into my study halls to play whatever I’d brought that day (yes, they asked a sub. Take a moment to absorb that.)

Now I have my own kids, and they’re finally at the ages (9.5 and 5.75, as of this moment) where I can enjoy playing organized games with them. I’ve also been doing this more for other people’s kids over the last year: I helped the Student Council at my boys’ school organize a Game Day, and I taught games at last fall’s Youth Pride Festival in Anoka, MN.

I’m not a particularly patient teacher of game rules, though, and I’m married to Cam Banks, a vastly more experienced GM with the skills and creativity to roll with whatever wacky plans the kids come up with, so I’m usually only in charge of teaching board and card games. That being said, it’s been unexpectedly fun, just over the last few months, to try out new finds and old favorites on my sons. They’ve really arrived at what I consider the earliest optimal age for games. Yes, I know they can play at much earlier ages; you don’t need to convince me. I just have this aversion to one particular feature of gaming with kids (or anyone): the complete devolution into silliness.

I love joking and kidding and having fun at the game table as much as the next person, but both the mom and the Aspergian in me absolutely lose it when kids start making the pawn figures knock each other around the table, and going up chutes and down ladders, and stealing money from the bank, and drawing cards until you get the one you want. Yes, I need to relax, and yes, more play teaches them play etiquette faster. I’ll be the first to say that my reaction is more a matter of me being annoyed than them being annoying. But it’s a barrier to enjoying games, and it leads to the urge to knee-jerk refuse requests to play something.

These things aren’t as much of a problem with RPGs, but sitting down to roleplay with kids requires a level of attention,energy, and uninterrupted time that isn’t always available in the day-to-day chaos. I really enjoy roleplaying with kids sometimes; we had friends’ pre-teen son at our games for several years, and it was just fine.

Gaming with my own pre-teen son is an astonishing experience. He thinks in storyboards, and he’s had an amazing grasp of narrative since he was two (no lie), so his capacity for character-driven drama and decisionmaking is far beyond his years. He’s also got that kid-gift for lateral thinking, which makes him a real Wildcard (see earlier) sometimes.

His Asperger’s brings its own blessings and challenges to the gaming table. His volume control goes away when he’s excited, which is most of the time when he’s having fun. He’s happiest when he’s the center of attention, so he’s not good with extended cut-away scenes that don’t involve his character (Cam does an awesome job of managing game flow to minimize this). And he gets really frustrated when the rules or chance won’t let him do what he’s picturing in his head; he takes it very personally when he can’t bring those visions to fruition. But his attention to detail, steel-trap memory, and typical Aspie fixations mean that, once he’s decided to master a system or if we’re playing in a world he knows and loves, he brings a level of sophistication that is frankly astonishing.

There’s nothing like gaming with kids to blast apart all the stodgy, preconceived notions experienced gamers bring to the table. As with everything else, they’re seeing it for the first time, and their perspective shatters the jaded accretions we’ve picked up over time. It’s good to be reminded of the wonderment we all experienced the first time we discovered the power to build worlds.

Dec 27, 2011 - Game Theory    6 Comments

Winner Winner Chicken Dinner: Reverb Broads 2011 #22

Reverb Broads 2011, December 22: If someone made a board game of your life, what would it look like? What pieces would you need to play? (courtesy of ME)

I’m a gamer, married to a game designer, and this is my prompt–it’s pretty unforgivable that I’m late in responding to it. If it were a game based on my life today, though, it would be Attack of the Alien Snot Invaders, and the object of the game would be to string two coherent thoughts together through the stuffed-up haze I’m in.

But I can do better than that. And while I love Niki’s answer of Calvinball, I can think of a few specific design features that capture some of the skills it takes to navigate my life.

• Every color on the board is assigned a different color word. If you call a space by the wrong color word, all the assigned color words change.

• The board looks like the one for Life, but the college portion takes up half the board, and you get nothing (at least in-game) for making it through.

• Every three minutes, you roll a die. If it comes up odd, you answer an extremely random trivia question. If it comes up even, you have to recall the location of a vital object belonging to another player. If you fail either of these tasks, a ninja sneaks up behind you and blows an air horn in your ear.

• Every five minutes, you have to complete a task of mental or physical dexterity. You can’t move forward until you successfully accomplish it. Once you’ve managed to do it, it’s assumed that you can do it again anytime, so dexterity challenges stack every time you’re assigned a new one.

• If you want to choose which space you’re going to move to next, you have to make another player guess a movie title. You may either draw something using only one straight line and one circle, or you may say one, and only one, word, as many times or ways as you like.

• At random intervals, a midget runs up and smashes your fingers with a meat tenderizer, just to keep the pain fresh and unpredictable.

• At a different random interval, other midgets run up. They may smother you with affection, or scream dire imprecations. There’s no way to know which it’s going to be until they’re already in your lap.

• Other players earn points by piling crap in your play space.

• The other player you like best has to play from a different room. You may text all you want, but while you text, more crap piles up.

• Every time you ask for a moment of quiet to think about your next move, someone inserts ten spaces into the board between you and the next designated rest space.

• There’s no compensation structure, but every ten minutes, someone compliments 1) your hair color, 2) your grammar, or 3) the least important thing you’re doing at the time.

I’m sure Hasbro will jump all over this, so buy stock in ProfBanks Games now!

 

 

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