Sunday, June 06, 2010

Changing Paradigms (Or At Least Links)

I'm not sure how many have noticed them hidden amongst all the other apps I have on the sidebar here, but there's a handful of links to other sites I find of interest. Specifically, there are links to my other blog, blogs by a couple of my friends, a couple of forums I frequent, and links to two of my favorite game stores.

It's these last two links that are undergoing the change. When first adding the links I linked to the websites that the stores maintain, but those links seem to be less and less relevant. One has never had much more than a placeholder page linked to a forum that gets little traffic, and the other has been deliberately moving more content over to their Facebook page, going so far as to take down their private forums in favor of moving discussion over to Facebook.

With this in mind, I'm changing my links to point to the Facebook pages for both stores, rather than their websites. Those pages either include all the relevant information pertinent to their store, such as address, phone number and store hours, or at least link back to their website that has that information. In fact, one of the stores has far more information on their Facebook page than they do on their website.

I decided to make a post about changing the links simply because I find it interesting that such a change seems to be appropriate, and to alert anyone who reads my blog to the Facebook presence of these stores. Just in case they didn't already know.

Saturday, June 05, 2010

Store Tour - Northwest Arkansas

A while back I read a thread on EN World (not a forum I frequent, but the thread was linked off another blog that I do), I decided that it would be a good idea to do a run down of the local retail gaming establishments. Then I promptly procrastinated. It turned out that I wasn't the only one thinking along these lines, as Liz created a Google Map showing local stores for the NWARPG forums, which eventually caused me to stop procrastinating and actually finish this "store tour" idea.

The problem with doing what the guys on EN World were doing is that I'm cheap and lazy and don't really feel like driving around to the various stores in the area just to write up a blog post, so instead I'm going to go by memory with a dash of rumor thrown in. Not ideal, but better than nothing, and I suspect that after I post this, I may end up getting more information. Also, since there's only really one "true" game store in the area, I'm going to include all the stores that I'm aware of that carry at least some hobby games.

Barnes & Noble: First on the list because it begins with "B". There are two locations in Northwest Arkansas, one in Fayetteville, and one in Rogers. They generally carry a number of RPG books, mostly D&D with a handful of other titles. The one in Fayetteville had some Shadowrun books, and some Dark Heresy books the last time I checked. It's been well over a year now since I've been to the one in Rogers, but they had a similar selection back then. The Fayetteville store now has a permanent board game section (as opposed to the seasonal section it had in the past), and I imagine that the one in Rogers may as well. It's mostly full of dreck like Monopoly variants, but has a handful of good games as well.

Castle House Hobbies & Games: Next up in alphabetical order is the only "true" game store currently in Northwest Arkansas. Located in Fayetteville, this store carries board games, miniatures games, card games and roleplaying games. It has the best selection in Northwest Arkansas, but that's not to say there isn't room for improvement. I wish there was a bit more selection in some areas, but it's still one of the best to ever grace the region. They do have the largest gaming area in Northwest Arkansas and are fairly free with its use as long as it doesn't interfere with a scheduled event. They have several such events that run there, including regular ones for CCGs and the Boardgame Night I run, as well as several RPG groups that meet there regularly, and periodic Warhammer 40K tournaments.

Dickson Street Used Books: This is an awesome used book store located in Fayetteville, but its connection to gaming is pretty thin. There's often a small selection of used RPGs available here, but it's very hit or miss as to whether or not there's anything worth buying.

Gamer's Utopia: This is a new store that apparently just opened up in the Frisco Station Mall in Rogers. I know nothing about it beyond the fact that they hold Magic tournaments. This may be a second "true" game store, but I don't know yet if that's the case.

Hastings: Another big chain, it's been a couple of years since I visited, but when I did it had a selection comparable to Barnes & Noble, with a bit more variety, as well as a handful of used game books. As something of a historical footnote, this store once carried the full GW line of miniatures and a huge selection of CCGs, but that was well over a decade ago. There are stores in Fayetteville and Springdale.

Rock Bottom Books: This store in Fayetteville is one of the comic shops in Northwest Arkansas. The only reason I included it is that they sell a few CCGs and have a couple of bookcases of used games, mostly RPGs with a few wargames. Prices tend to be a bit high for the used games, but partly as a result of that they usually have a better selection than Dickson Street Used Books.

Tshirt Explosion: I have yet to go to the new location in Springdale, but I have it on reliable authority that it is like the old location in that from the outside there is no indication that this business has anything to do with gaming. On the inside is a large selection of GW product as well as several gaming tables. I'm unsure as to the hours those tables are available. Based on posts I've seen it seems rather hit and miss. The owner runs two annual miniatures tournaments, one for Warhammer Fantasy and one for Warhammer 40K. Both are fairly well attended, drawing quite a few players who make a trip here to play in them (incidentally, Patriot Games, the 40K tournament, is going on as I post this).

Vintage Stock: The other comic store in the area that I'm aware of, Vintage Stock has three locations: Fayetteville, Springdale, and Rogers. Although in the past they had a rather extensive selection of GW merchandise and RPGs, today they only carry CCGs, which is just enough to justify putting them on this list, but not enough to make me a customer.

That's pretty much it. As far as I know, you have to travel at least 120 miles in any given direction to get to another game store, (Springfield, MO; Tulsa, OK; and Russellville, AR being the closest three that I'm aware of).

There's some small possibility that the Hobbytown that recently closed in Bentonville might reopen under new ownership, but that's just rumor at this point, and not very reliable rumor.

2013 Edit:  Hastings and Castle House are no more, but in their place we have two new stores:
Gear Gaming in Fayetteville and Galaxy Games in Springdale.

Both stores have good play areas, but limited selections of merchandise. They are both responsive to their customers' suggestions as to what to stock, so will generally try to have the "new hotness" if it's available and they have been made aware of it.

Friday, June 04, 2010

Rolling it Old School

We finally got in another session of Magpie Gaming Night this past Monday, and I ran a one shot adventure for Swords & Wizardry White Box. It wasn't anything too fancy, but I had fun, and I think the players did too. After a lot of indy games it was nice to get back to some classic hack and slash for a little bit.

The players each rolled up a 4th level character. We ended up with a Cleric, a Magic-User and an Elf. The adventure found them killing time at a tavern (imagine that!), when the small town they were in found themselves inundated by a horde of undead, mostly skeletons and zombies. The cleric went to turn them, but found them strangely resistant to his efforts. He could still turn them, but it was not as easy as it should have been.

The group held back the major push of the undead long enough for most of the villagers to make it to the keep before being forced to retreat into the keep themselves. As the drawbridge was being raised the cleric fell, and the others pulled him back into the keep where they were met by a Lieutenant Nunoz who led them to the makeshift infirmary to drop off their fallen comrade before heading to a meeting with the commandant.

The commandant outlined the situation, which they were already mostly aware of, and then conscripted them into the militia for the duration of the siege. He explained that they could spend the time on the walls if they wished, but that he had a special mission that he believed they would be perfect for, if they were willing to volunteer.

He had reason to believe that there was a necromancer behind the attack, and he wanted the group to find and deal with the necromancer in the hopes that once the necromancer was gone the siege would be lifted. The party agreed, and the cleric was raised from the dead by the local priestess so that he could help them (don't ask why a priestess of high enough level to raise dead couldn't deal with a horde of skeletons and zombies on her own, this is not the plot hole you're looking for...).

If this had been a campaign I would have come up with some sort of system other than the default one of zero hit points leading automatically to death, but as a one shot I tried to just let the dice fall where they may for most of the adventure.

Lieutenant Nunoz led them out of a secret tunnel that opened beyond most of the siege lines. A short skirmish got them the rest of the way through, and they eventually decided to follow the tracks of the shambling horde back to where they came from in the hopes of locating the necromancer.

They managed to track him down to a broken down tower on the edge of an old battlefield. On the way they destroyed one of his wight lieutenants. In the tower they found another wight along with the necromancer working on animating more undead. They destroyed the wight, but only after it drained one of the cleric's levels, while the necromancer decided to exercise discretion and used a combination of hold portal and dimensional portal to delay the group long enough for him to get away and join up with the main part of his undead horde.

This was the one point in the adventure where I decided to pull a punch for the good of the game. The necromancer had a fireball ready to go, but as I looked over the spell again, I realized it would almost certainly lead to a total party kill if he used it on the group, so I decided that instead of using it on them, he was going to use it to attempt to breach the walls of the keep.

So, instead of using his one fireball on the group, he escaped from them and returned to the keep, where he used it to burn through the gate of the keep.

It took a while for the group to figure out where the necromancer had gone, so they arrived just in time to see the gate on fire and getting ready to collapse, with the horde of undead getting ready to storm in.

They attacked, and while the cleric kept the undead away with successful turning, the others managed to take down the necromancer. As he realized he was about to be defeated, he polymorphed into a small dragon to gain the protection of its scales and to fly away, but just as he was about to escape, the magic-user thumped him on the head with her staff and brought him down!

All-in-all I thought it was a fun little adventure, and I think the ending worked out pretty well considering that I really didn't have anything planned beyond "confront the necromancer".

It was definitely a big change from the kinds of games we've been playing up to this point. We've been playing mostly games with systems built in for handling social conflict, and Swords & Wizardry doesn't even have skills!

Thursday, June 03, 2010

Milestone!

We had our first Board Game Night where we had too many players for the featured game! I've been saying that this has been coming for a while now. I think it was Liz who even suggested that I was jinxing it by predicting it, but thanks to Seth bringing his wife and a couple of friends we finally did it!

This meant that we got to break out a second game to be played simultaneously with the featured game. While I explained the rules to Ideology to the main group, Jonathan set up and figured out the rules to Horus Heresy.

Liz ended up winning the Ideology game, while I proceeded to lose a game of Horus Heresy.

While I don't think this will be an every week occurrence yet, I certainly hope this isn't the last time that we have this many people! For those keeping score, eight people showed up, although once chose not to play.

Incidentally, I don't know if I'll do a full review, but I wasn't impressed by Horus Heresy. It wasn't because I lost, but how I lost. I think the odds were that Jonathan was going to win anyway, but instead of a hard fought game coming down to the wire, I saw all my hard work undone by a single random event card draw. Just about the worst way to lose a game in my opinion, and something I consider to be a serious flaw in the game. I may give it another try eventually, but where I'd been looking forward to giving it a try, now I'll probably have to be talked into it before giving it another go.

Thursday, May 20, 2010

Two Hundred Best Games

I thought I'd reviewed Hobby Games: The 100 Best here back when I read it, but either I did not, or I simply can't find it now in my archives. In either case, now that I've just finished Family Games: The 100 Best, I'm going to go ahead and review both.

The premise behind both books is to get 100 people involved in the gaming industry to each review one of their favorite games. The first book focuses on the broad category of "hobby games" covering everything from RPGs, to CCGs, to miniatures games, to board games. The second book narrows the focus a bit to cover games that can be enjoyed by the "family" and covers everything from, well, RPGs, to CCGs, to miniatures games, to board games.

The nature of "family" is only vaguely defined, but can be loosely interpreted to mean games that can be enjoyed by casual gamers, while "hobby" games are more geared towards people who consider themselves more serious gamers. Where Hobby Games includes Dungeons & Dragons, Family Games includes Faery's Tale Deluxe. Where Hobby Games includes Magic the Gathering, Family Games includes Pokemon. Where Hobby Games includes Flames of War, Family Games includes HeroScape. Where Hobby Games includes Squad Leader, Family Games includes The Game of Life.

Of course, there's some overlap, and Family Games even has an appendix listing games from Hobby Games that would also fit the criteria for Family Games if they weren't already in the first book.

One interesting thing about the core concept of both books is how the context of who is doing the review can sometimes be as interesting as the review itself. If a designer of a game I really like has chosen to include a game I've previously dismissed, then I will probably take a second look at that game. Also, if someone who I haven't heard of before has included a game I really like, I'll probably at least take a look at what they've designed, as we obviously have at least some sensibilities in common when it comes to games.

Of course, this can work the other way too. The fact that Steve Jackson of Steve Jackson Games chose to include Monopoly as his entry for Family Games just furthers my impression of him as a designer of games I'm unlikely to enjoy.

Both books are good, but if you can only afford one of them, then I'd recommend getting the first one. Hobby Games simply had more entries that I found interesting than Family Games did, and I think this will be the case for most gamers.

Family Games is still a good read, so if you really enjoy Hobby Games and want more, then get a copy of Family Games as well.

I'm pleased to have both books on my shelf.