Shreveport – Excalibur Comics & Cards

March 22nd, 2012

The rain slicked road made me grip the steering wheel harshly, car screamed for release.  We both did as I drove on, the sun setting behind me.

As I neared the game store I came to the realization that I needed to write these trips down, give them to the gaming community… for posterity.  So this is the first road trip to the game stores… via words.

It was easy to pass the store, I was looking the wrong way,  passed it on my right and had to turn around.  The traffic was heavy, probably always is on that road.  But it was worth it.

Entering the store I quickly noticed that it was predominantly dedicated to comics.  However, as I wandered around the store I was glad to see that all three aspects of gaming were represented: Miniatures, Role Playing, and Board Games.

I looked through their small selection of miniatures and thought to myself, “hummm… wish they had some rare out of print minis!”  but it was not to be so.  They had a nice selection of Reaper minis and I was pleased to see that they supported Hero Clix.

Wandering down the isle I found several shelves containing Board Games, all in great shape but again, no golden super duper king size rarity out of print uber hard to find games.  I suppose the days of finding a game store with that type of golden nugget are gone (gee… thanks internet!).  The selection of Board Games was nice.  They had several games I’ve actually considered buying.  And as you all know by now (having read copious articles by yours truly… oh ok, so this is the first.   You’ll soon learn I love all aspects of gaming but I’m a Miniaturist by trade and nature!) I tend to wander down the miniatures isles more than any other isle at a game store, however, I do love sharking for those OOP games!  Sadly they didn’t have any OOP board games.  I’m still looking for Plague, printed in the 70’s.

The shelves at the back of the store held all sorts of Role Playing games.  Great selection!

I talked to Chris, he was very friendly and interested in talking to me about Texicon.  I found the store worth visiting and would hope everyone would stop in for a visit.

Until next time… good gaming!

- Karl

Excalibur Comics & Cards

802 E. 70th street

Shreveport, LA 71106

Phone: 318-868-4369

Man to talk to: Chris

A new horizon

December 30th, 2011

Texicon 2011 brought us many new friends, a lot of grrs and ahhhs.  But most of all it brought us an greater understanding of how to host a successful convention.

Looking forward to 2012? Yes I am.  I’m hopeful that Tiffany will launch her store and it will be a success, that the new layout we’re using for Texicon will better suit the gaming community, and that this year… with fingers crossed, we’ll have a convention that goes off successfully.

Even through all the difficulties we experienced  I still have hope that this community will grow, will prosper and make a difference.

Be safe out there tomorrow night and to one and all, happy new year!

Karl

Product Review: Snipe Hunt

April 25th, 2011

This playtest was run and blog written on April 17th, 2011 by Tiffany Franzoni of Roll2Play.com…enjoy!

 

Six of our gaming group met up at the local Healthy Me Cafe to review the game, Snipe Hunt, this past weekend.  I did not open the package before our gaming group met. I wanted to get first impressions on the game as a group and open it together. This way I could get some good reactions to the game. I did not know that a snipe was a mythological and elusive creature. I was thinking along the lines of a sniper as in a battle. So, already, I was learning something new. First impressions from the group was that the package made the game look like it would be in a very modest price range. We guessed it would run around $7-11. Per their website, (www.pegamoosegames.com), the game sells only at $5. Big win there. We also learned that this game has been around for five years now. There was not a lot of color, except through the plastic pieces. With this group, color didn’t seem to be a big deal, but we may have underestimated the game because of it. The only gripe we had about the packaging is that there is no way to reseal it. We agreed that throwing the game in a large baggie would resolve that and help ensure none of the pieces would fall out.

The rules seemed pretty straight forward and set up is really easy. We liked how the tiles were designed so that there is no bad set up. Our first concern was getting stuck or locked in a section of the board. We found that it could happen, but only for a part of the game. The rotation squares would easily transform the board. Then we played our first game. That’s when the biggest issue revealed itself. There was vagueness to some of the rules on when to pick up a feather card and when the rotation squares were activated. It could be that we were reading too much into the rules. We resolved this by creating house rules. We decided that if you passed over a rotation square, but you had to land on the feather square to get a card. The group explained that the rotations were like traps, and they get triggered, but if you had to find something like a feather, you pretty much had to be on top of if.

There was also a bit of confusion when it came to when we could play the action cards. Equipment cards were easy, because they could be kept by the players. The cards stated you must use them upon drawing the card. Easy enough right?  Well there are cards that don’t say to activate them or keep them. We rationalized the short cut action cards play immediately. Our scenario was if you were walking around and somehow found a shortcut, would you take it immediately? Then there were cards that stated to complete an action, then continue on your turn. This was confusing, because sometimes there was no continuing the turn; it had been completed. However most of the outstanding issues resolved it self with some simple reasoning.

We also had to use house rules to explain what vacant space meant. It sounds straight forward, right? No other players in that space is considered vacant. However, with our group, that was used strategically. So, we had to clarify that vacant also meant no feathers, rotations, etc. Perhaps this clarification was unecessary, but for our group it made the game smoother.

The players felt that because the rules were a little fuzzy, and that including examples in the rules would help tremendously. We also understand that this may have expanded the rules book when there was really no need to do so. Short and simple was our preference, making the house rules less of an issue.

Other interesting things: Our snipe was stuck or trapped in both of the games we played. This was just because the way the tiles were laid out and how the hunters moved. The first game, the section that the snipe was in had only one way in or out. This is because the hunters moved into that area, blocking the spaces out of that section of the board for the snipe. It was still very playable, but moving the the snipe was boring. The second game, the snipe was surrounded by the spooky and deep woods, so its movement was again limited. We loved the werewolf card, the fact that you could go after the other players was great. We also noticed that there were two basic strategies for the game, especially in the beginning. One was focus movement on the feather cards and the other was to focus on movement against the snipe.  After the second game we all read through the feather cards to see what would have come up. We can see playing this game a few times, but the newness would fade very quickly. There’s no real grab to keep you coming back to it, but it is still very fun to play while its new for the group.

All in all, the game is perfect for the price and is great to have on hand to play in between the more strategic games. It also helps keep up the variety of games that are already out there. Something new to play for a bit! Since we teach kids how to play games, I have to add that this game would be a hit for kids in the 4th grade and up. As a retailer, this game would be something I would keep near the checkout area, as a last minute grab while the customer is picking up bigger games.

-Tiffany Franzoni

 with much thanks to our players:

 Allison Gabby, Long Le, James Lin, John Moore and Chris Williams.

Maintaining Discipline….

March 7th, 2011

After much discussion on what we can do as both players and game masters, to take our games, whatever they may be, to the next level, its time for a bit of the heavy hitting truth. Its not something that usually comes up, but every one of us, that has committed time to the craft of gaming has experienced it, and i would be remiss if i didn’t address the issue.

Every so often, we get a game in full swing, characters are established, players have built rapport with one another, etc. when there comes to be an issue of ‘bad conduct’ for lack of a better term, on the part of one of the participants. This usually goes along the lines of making other players feel uncomfortable and/or challenging the decisions of the game master. Although its not common, it does something that most of us as gamers cannot abide, and that is simply this: it takes away from the experience of gaming and damages the state of the gaming community.

I’ve recently had the honour of mentoring an up and coming GM, and one of the first things i impressed upon him was that, when a group is established, its usually best to set out a set of ‘house rules’: a group of rules that outline conduct for players and GM’s alike, that everyone can agree on. That way, if any issue comes up, it can be address as a group and dealt with, along some lines of democracy. It is an unfortunate side effect of interacting with people, face-t0-face, on a consistant basis, but tensions do escalate, and it carries over beyond the table faster than you know. Having studied many games systems, one of the first rules outlined is that the DM/GM/Storyteller’s ruling is always final…so says the book, so say we all. If there is an issue, it needs to be addressed, away from the group, between those causing the problem, and those running the game. Usually, this ‘talking to’, settles the bill, and everything proceeds as scheduled. However, there are instances where the problem persists, and measures need to be taken.

This can be asking the player to take a break from the game for a few sessions, come back fresh after the adventure’s concluded. It could be having them sit out from game play, but still able to watch. Or in the worst case, could be as extreme as asking them not to return to the table, and dropping them as a player all together.

What kind of behavior warrants such actions? Well, that depends on the GM. We all know that there’s going to be side chatter, out of character commentary, players leaving and coming back to the table for refreshements, restroom breaks and the like. These things should be tolerated, as long as it doesn’t take away from the flow of the game. As a rule, i usually ask that players, cut off cellphones, and put them in their pockets for the duration of the game. I usually provide a break during the adventure so that everyone has a period of time to collect themselves, step away from the table to avoid burnout, which allows them to check their phones, in case of emergency. The issue of maintaining discipline comes to the point where a player is repeatedly late, disruptive verbally, usually making a comment about everyone’s particular actions, or inactions, arguing with other players about rules…(gotta love rules’ lawyers).

Then comes the really dark part, where players actually cause drama outside of the gaming table, that causes real discomfort for players in real life. It has happened, there have been fights, verbal and physical, theft of possessions, even one player who stabbed himself with a pencil because he lost a card game…(yes that really happened, ask me to tell you the tale later). The issue at hand is that, in addition to running the game, and making sure your players have fun, it is also the responsibility of the GM to ensure that everyone at the table is comfortable, both physically and socially.

We all know roleplaying is not a common recreational pursuit, and the very mention of it in conversation can leave some shuffling their feet. ‘Oh i played Dungeons and Dragons once in College, but only once! What was I thinking?’ that sort of thing. And some games deal with occult, religious or social issues that put people off. Usually as a rule, i warn players, that this game may deal with religious issues, violence, sensual situations, etc…and if there might be an issue, i’ll take them aside and explain things out…usually the game continues on. But i do take that time to let them know what’s up ahead. It is when players are put off to the point that they would rather be anywhere than your game table that it becomes an outstanding issue, and that’s something we need to avoid boys and girls…

Rules can be discussed and overcome within the group, social disturbances can be toned down with a slight reminder of ettiquette, these are not at issue. What is important to remember though, is that when we as gamers stop having fun, and we are not comfortable in our surroundings because of one or more fellow gamers, that is when the GM needs to step up and take control of the situation. Don’t ever feel that you have to be roped into a group, if you’re uncomfortable. Don’t worry about stepping away from a group either, there’s always plenty of other players out there!

 

-Geoffrey T. Barton

Flying through the mind

March 4th, 2011

I have often wondered what makes a good game, for some it’s the interaction, others it’s the storyline.  What makes the story one with interest, something that draws the player in?  What do you add to it to support the house you’ve built?  For me the first time I added something external was the sound track from AD&D’s box set Red Steel.

Red Steel came with a CD, a sound track.  It took me a while to figure out how to use it properly.  Once I had done so it added to the life of the game, supported it, propped up the interaction and allowed the players to Fly through their minds, seeing the events unfolding through my eyes.  From that experience I began collecting sound tracks, haunting melodies, and other non-vocal musics to add to the life and story.

When I write an adventure I put my head phones on, sit back in my chair, close my eyes, and let my mind walk through the story with the same song playing over and over.  I can see the places, places like a crumbling building with the moonlight washing over it.  A chill in the air, and the wind whispering through the trees around the area.  The abandoned village.   What happened here, I ask myself.  I walk around the village and visualize the scene, trying to grab it, make it real, attempting to be there.  I can, for instance, right now see the buildings, I am there.   Oh but for a group of good players and the time…

Bringing your story to life so that the players can enjoy the story, helping you build that epic tale of adventure… simply amazing.

If you haven’t tried it I suggest you find a non-vocal CD, or even just an electronic compilation.  Then grab your headset, place it on and Fly through your mind.

- Republic’s Fury

Breakthrough! Taking your Wargames the Extra Mile…

February 21st, 2011

For many of us that enjoy the craft that is gaming, we, as players, are content to sit down, have a nice beer and pretzels game of Carcassone, Dungeons and Dragons, or Magic; These meetings become the focus of social interaction with fellow players, and reflects the very heart of the community. Siting across the table from a fellow player, the ebb and flow of conversation that varies from work to school, from sports to board games, from vintage wine and television commercials. This is how much of gaming occurs and exists in its most natural state. However, for others, those who enjoy history, and live to see its major events played on the table top in the form of miniature combat; we like to take our love of the histories and splice it with our craft to create something far more tantalizing than either one could exist on its own. Let me count the ways…

Whether its ancient battles or ‘Napoleonics’, from armored combat to chariot races, historical wargaming, believe it or not, constitutes the lion share of the miniatures market. While companies like Games Workshop produces Warhammer 40k and Warhammer Fantasy, you will also find that they produce a series of game modules called Warhammer Historical, that gives detailed information about the great periods of military history, from Greek and Roman battles,

State of the ‘Con and Community at Large (with a brief afterword from the author.)

February 15th, 2011

I’d like to take this opportunity to let everyone know that the movers and shakers that have organized, funded, planned and bled for Texicon ‘11, concluded, what i would deem, a very successful meeting this last Saturday. Although, i won’t go into details about the ins and outs, and ruin any surprises, I will say that the state of the ‘con, is very strong indeed.  It was quite a happening to finally come face to face with all of the parties involved with Texicon, and to discuss the schedules, give and get input on each of our various projects, and in all, come together as a group of like minded individuals, working for a common good for the greatest of all communities; that of the game enthusiast.

For those of you on the outside looking in, the process of convention organization takes many many months of preparation and planning. It would seem that the next year’s convention organization takes place only days after the previous convention has concluded. Indeed, many hours if not days of phone calls, emails, shipping, negotiation, networking and driving have to happen before anyone can even step up to the registration table. In addition to the labor driven demands on its organizers, it is a living and ever evolving entity. Ideas are proposed, polished and refined, as others are dropped, only to re-emerge as something else entirely. Plans are drawn, and redrawn and metamorphose into many separate applications with even more functions than originally planned.  But I digress…

It was stated at the meeting, that while all of us are working for the ‘con, volunteering our time, with not but little reward, ’sweat equity’, i believe was the term; it is this author’s opinion, that that is not necessarily the case. In fact I couldn’t disagree more. While there will be little to do for reward in regards to fame and monetary pay-off, I believe that we are working toward something better, something grander. Each and every one of us at that table, littered with legal pads and laptops with flashdrives, pens and cellphones flipping about like some hey wire physics experiment of mousetraps and ping pong balls; every one of us is an architect of the community, each person laying the foundation for a stronger, better, far reaching community, brick by brick. And not even here in the metroplex, or our local game haunts, but across the country. Many individuals have driven, phoned, or emailed GM’s, executives, game designers, and manufacturer’s across the continent, putting the word out for Texicon. And while some have not answered the call, it pleases me greatly to announce that many more have. Texicon has become what was invisioned many years ago, a focal point to drive the community, it is a banner that calls out to all gamers.

It is all of us who are so instrumental in its planning and execution,  that have toiled for so long that has made it into a reality. And most importantly, it is those of you, the attendees and volunteers that are of absolute importance to our mission, all of you who have emailed, commented on our website, registered, attended, or even though about attendence that are the key ingredient in our foundation’s mortar, because without players, the GM’s have no one at our tables, the players have nothing but an empty battlefield staring blindly at them, and the dice gather not but dust.  So, on behalf of the staff and volunteers at Texicon, I thank each and every participant, guest, and volunteer for your dedication…we will not disappoint you.

Afterward: For those of you who have known me for some time, i’ve been, disatisfied with gaming over the past couple of years; struggling to keep it together, for lack of a better phrase. I’ve put on workshops, held painting classes, even filled in as interim DM/GM for many unknown groups who have asked for assistance. But even with my active participation, the miniscule aspects of the great minority of bad gaming left a bad taste in my mouth. It has been a struggle for some time, to get my feet back under me and continue on the road that i started in earnest over twenty years ago, and working with Texicon has been a tremendous help in that process. I would also like to send out a personal message to each an every person i’ve met during this process, and especially during the meeting on Saturday. It is a profound honour to work with such fine and admirable people, and it has done nothing short of inspire me to continue in my works and make not only Texion, but the gaming community as strong as i can make it. Again, you have my thanks…

 

-Geoffrey T. Barton

Remember Non-Digital Media? KQ does….

January 26th, 2011

With the general decline of dead-tree books in favor of e-readers like the nook and kindle, and with the death of many in-print publications and newspapers, in favor of a digital media; it is both pleasant and refreshing to come across a dead-tree and ink publication, that both greatly serves the gaming community and inspires both players and GM’s alike. What could he possibly be talking about? you ask. Simply put: Kobold Quarterly Magazine.

Kobold Quarterly, (www.koboldquarterly.com) comes out only a few times a year, but in the past year or so, that i’ve been following its progress, it has never seemed to fail my expectations, and have, on many occassions, generated thought provoking narratives, and peaked my interest at many of the fine reviews, articles and interviews. Within its pages, you will find support for nearly all editions of Dungeons and Dragons, predominantly 3.x and 4e, but you will find a few articles and bits of glory to the 2e crowd, written by none other than Monte Cook himself. In addition to D&D, there is also support for Pathfinder and Call of Cthulhu. What kind of treasures does one find within KQ? Not only are there bits of fan fiction, but you’ll also find reviews of the latest modules, both official, and OGL supported craft, as well as reviews for digital tools, such as map makers, character creators and dungeon generators. As if that weren’t enough, to the rear of each issue, you’ll find interviews and articles from some of the best known game designers, writers, and playtesters in the industry from many of the top manufacturers of pen and paper glory. (and not just from WotC!) For those of you interested in adding a little local flavor into your game without having to break open your sourcebooks, each issue contains newly minted material regarding spells, potions, feats and other such wonders as to make your game truly unique.

It runs about $8 american, but well worth the investment. And for those of us who still remember the good ol’ days of Dragon and Dungeon magazine, the content may be very similar, but Kobold Quarterly does reach a wider array of an audience, for those who like to homebrew it up as well as those who still like to run adventures straight out of the book. I could go on for sometime about the quality of materials contained therein, but i’d rather you seek out a copy for yourself.

Cheers to Kobold Quarterly…

 

-Geoffrey T. Barton

‘We are not enemies, but friends…’

January 21st, 2011

‘We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.’  -  Abraham Lincoln

 

Too often have i seen the distance that lay between tables at the gamestores…too often have i spied wary glances over shoulders, looking at ‘the other table’. Far too often have the whispers that defame and denegrate other players based solely on the selection of system, genre, or even edition. I’ve put off writing on this topic for far too long. Its something that needs to be addressed and spoken whole-heartedly about. I’m refering to the immediate issue of what several publications, both dead-tree (print) and digital have refered to as ‘the edition wars’.

When Wizards of the Coast announced the latest edition of their Dungeons and Dragons pen and paper rpgs in early 2008, i like many players were excited and a bit intrigued to see what changes could be brought about to the system and the game, that would be such a reach beyond what was accomplished by both 3rd edition and 3.5, respectively. WotC, back by their corporate owners Hasbro shovelled metric tonnes of cash into its promotion, not only in gaming publications and blogs, but as well as comic books, and trade catalogues. At the time, i was working at a chain bookstore and was organizing a gameday to commemorate and usher in the new edition; i thought then, as i do now, that anything to promote the community, would do well for gamers of all types. Upon reflection, i wished i had cancelled the event. There were those players, before the release that stated, ‘I’ll never give up 3e, i’ve got too much money invested.’ or ‘4th edition? what was wrong with 2nd?’ or ‘Whatever happened to Chainmail? and Hackmaster?’ Even then, the rumblings of conflict seemed eventual and foreboding. The event went well, with over 40 players. That parleyed into an ongoing group that met monthly but only survived three to four months.

Although the demise of the group was completely unrelated to the ‘edition wars’, it bears mentioning that it did fall victim to the internal politics that has ravaged gaming in recent decades. We as a group have been overtaken by the mentality of showmanship and competitiveness and powergaming. Players now have resorted into character shells, with stats on laptops, spells written on cards, figures, and other board game elements. That in itself isn’t the problem. The problem resides in the residual ire that accompanies any update to a system.

Old vs. New. Sci-Fi vs. Superhero. Fantasy vs. Cyberpunk. Collectable card games vs. Board games. GURPS vs. RIFTS. 40k vs. Warmachine. Pathfinder vs. D&D. White-Wolf vs. Everyone else.

The thing of it is…everyone of these listed above is a game, wholly and certainly played by thousands if not millions of players each. Every single one of the them has merit. All of them are vital to the hobby, and all of them are just as important to its fans and its players as our system is to us. And while it is human nature to have favorites and preferences, we tend to forget a simple fact….that each and every one of us has started on some old card table, sketching on grid paper, rolling d4’s that are practically spherical, with old bent plastic figures warped from years in dusty closets. Every one of us has been the new kid, squeezed into a huddle, learning the effects of prismatic spray on kobolds, or why you never utter the phrase, ‘Its just a dragon.’

But it seems that we have forgotten the nature of who we are as gamers, and the industry itself seems poised to cater to powergaming, and massive armies, and pie-plate templates. It seems determined to keep the gamers spending money on micro-managed ‘essentials’, rather than keeping the players playing, and enjoying themselves. And we buy into it. Every one of us, myself included, has uttered the terse, underhanded comment about ‘the other table’. The funny thing is, given our stereotypes, that the rest of the world sees us by, we have no room to be elite-ist. We dress funny, some of us don’t bathe, some still live with mother, or dad, or grandma. We’re socially outcast, we quote movie scripts to films only we’ve seen. We laugh at Monty Python. We are NOT the peak of social darwinism….

But that’s not the point. We don’t have to be the pinnacle of social grace. We don’t need to be the poster boys for GQ, or Esquire…and who cares if some of us wear Old Spice?

But; this is what we need to do….if this industry and this hobby is going to continue to grow. If gaming, as a whole, regardless of genre, media, box or book. Lightsaber or spellstaff is going to succeed, the only thing that we as a community must do, is recognize that each and every one of us has a responsibility to be ambassadors to new gamers, could-be-gamers, those who are interested in coming back, or never even picked up a die. We need to carry the torch and let people know that despite our grim exterior and terse response to light and Reality Television, that there is something unique and wonderful about the gamestore experience and the hobby. That there is something monumental about high-five-ing the nat20 roll, or the exhaltation of killing Strahd due to the efforts of a swift paladins blow…(thanks Travis.) Set up by a flying leap of a thief from a belfry (thanks Karl.) And just imagine, if we, as people, in an age of smartphones, and toll booths and crappy $5 an ounce coffee can derive that kind of entertainment, and commradeship from a book, and dice, or minis and terrain, or cards and counters, how much of a draw that would be to outsiders.

If we are going to be elite-ist about anything; don’t worry about whose playing what game, or what edition; don’t concern yourself with tabletop or CCG. And who cares about LARP’ing, or boardgamers taking your thunder. You want to brag about anything. ANYTHING. You brag about being a gamer, and the fact that we don’t need computer interactions, or gamestations, or motion controls. We don’t need LAN’s or headsets, don’t need online subscriptions to sit by ourselves in the dark for hours talking to some kid in Hong-Kong. We are here, now; across the table, interacting, making friends, slapping hands and throwing holy hand grenades. You want to brag about something…brag about that.

 

-Geoffrey T. Barton

Bored (Board) Games?

January 2nd, 2011

In the midst of our relative gaming ventures, there is one catagory that goes unnoticed, or at the very least, unmentioned and that is the catagory of board games. Most players have partaken of a board game or two, perhaps starting out with chess, checkers, backgammon, etc…and then graduating to many of the great games we’ve come to know and love in the industry such as Carcassonne, Settlers of Catan and Descent. I’d like to take a moment to address the subtle flavors of this brand of gaming and the advantages that it holds.

For starters, its contained in one box. For those of us who do not live near a game store, and/or have access to inventory of games…this is a definite plus. For the cost of a boxed set in a minis game, or a sourcebook in a pen and paper rpg, you’ve got an entire game contained in your gamebox!  Everything you need to play in contained within, no extra books or figures or terrain pieces to purchase, paint and assemble, its all there in a convenient and easy to carry container. Now, bear in mind that some of the more popular systems: Tannhauser, Descent, and Settlers have a multitude of expansions that keep the gameplay going for many more sessions, and in the case of Settlers of Catan, it even offers player expansions so that more of your friends can join up at the table. A definite plus.

Next, the rules tend to be geared to fast paced, dice rolling and player friendly action. Now, there will be exceptions to this, so don’t bother pointing them out…Games such as Space Hulk offer the action of the 40k universe without the bulky and often times crunchy rules consultations and pie-plate templates. Dust and its long anticipated sequel Dust:Tactics allow the players to experience the gameplay of miniatures combat, without taking out a second mortgage on the house. Classics such as Carcassonne and Munchkin offer much in the way of player interactions driven around cards without the need of bags of dice and paper monies. There are a multitude of games out there that are driven by simple rules mechanics that are usually summed up in brief rules booklets that have been playtested by their respective publishers with very little need for errata.

Finally, and i believe most importantly is the time investment. Once you’ve picked up your game, read the rules, maybe punched out the various chits and tokens…you’re ready to go. But lets say, for the sake of argument…things go south, game is lagging, maybe there’s a football game on, etc. Here’s the best part…Put the game aside. Its not going anywhere, and can easily be resumed at your leisure. Although it is possible to stop a pen and paper game and continue later, you tend to lose composure and continuity and its very difficult to get into the swing of things again, and many times, in play character is broken…leaving players with a half-hearted continuance of the game which could make things sour.

The line the shelves at our gamestores and take up a considerable footprint of space in our closets, but don’t forget that contained within the corrugated cardboard containers of glee are the source of many a potential days of fun. Economical to the wallet, easy to carry, and just all around enjoyable, boardgames are the way to go.

 

-Geoffrey T. Barton