Showing posts with label game stores. Show all posts
Showing posts with label game stores. Show all posts

Monday, March 29, 2010

D&D marathon—12 hours at the Keep on the Borderlands in Chicago

Chgowiz lives! Everyone's favorite old guy RPG guru showed up at my local game shop in Chicago yesterday to attempt a daunting task: a 12-hour D&D marathon using Keep on the Borderlands.

The format was similar to the Tower of Gygax events that have been run at GenCon the last couple of years. Players could sit down, grab a pre-gen character sheet, and join in the fight. When they died, they stood up and someone else sat down to play for a while. Mike also kept track of how long the players had been in the game; when no one died and there was a player standing around waiting to jump in, he'd boot the longest-living player. It was all in good fun, and the players cheerfully vacated their seats to let the newbies sit down.

As for me, I live 4 blocks down the street from shop, so I played two separate sessions: one before noon, when ol' Chgowiz was bright-eyed and bushy-tailed, and another toward the end of the evening, when he had the thousand-yard stare going.

The game was Holmes D&D, which had a few interesting quirks that I learned about (clerics have no spells at 1st level, oil does crazy damage, adventurers can walk three abreast down a dungeon hallway).

Throughout the day, there was remarkable continuity in terms of player progress. When the mapping player's character died, he'd pass along the map (which had probably been started 2 or three players ago) to the next likely mapping player, so he could take up the pencil for an hour or so. Likewise with treasure and magic items looted from the Caves of Chaos. We just passed 'em down the line. A healing potion filched at noon might finally be used around 5:30 p.m. by a new player.

Mike kept things rolling throughout the day and into the evening, fueled only by pizza and an everful chalice of iced tea. He used miniatures for the sticky combats and allowed players to roleplay to their heart's content back at the keep. The action definitely wasn't centered on the Caves of Chaos; in true sandbox fashion, we went wherever we wanted and found adventure waiting for us when we arrived. We uncovered a plotting priest of chaos in the keep itself, led an attack on a hobgoblin camp in the wilderness—and of course, pilfered the Caves of Chaos, albeit in a haphazard fashion.

Each player who survived an hour got a free d20 and a d6, compliments of the good folks at Chicagoland Games. Mike also had some very nice printed copies of Matt Finch's Quick Primer for Old School Gaming, which he gave out to players as well. (This was probably the ideal context to distribute this most excellent treatise, following on the heels of a glorious one-hour old school dungeon romp.) In the end, Mike estimated we probably got through 20 percent of the module. I'd guess 15 to 20 players rotated in and out of the game throughout the day. Some came back three, four, even five times to play new PCs.

The best part came during the final hour of the game. Two players who had never played D&D—or tabletop roleplaying in general—stopped by the table. I'm guessing they were a boyfriend/girlfriend combo. They said their only experience with this type of geekery so far had been playing World of Warcraft. So of course, we happily booted some players to make room for them. Mike explained their character sheets, we pointed out what was on their equipment lists, and they plunged into the fray. There was much laughter and gnashing of teeth for another hour or so, and then Chgowiz called the game around 9 p.m. Applause broke out at the table—he'd been at it for 11 straight hours.

Afterward, I asked the two newbies how they heard about this D&D marathon. Stunningly, they had simply googled "D&D chicago" a few hours before—having never played, only heard about the game from a friend—found the game store's website at the top of the results page, found this event on the store's online calendar, hopped in their car, and drove out to play. Their whole day of gaming coalesced in less than six hours. After the game, they inquired about the weekly D&D 4e game that takes place each Monday at the store, and they left with plans to return next week. It's an amazing world we live in.

Monday, August 4, 2008

Ultra-high-level roleplaying, and the perils thereof

A few quick hits from the weekend...

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We played our second session of Wild Talents on Sunday, and a few things became clear. We are — by choice — playing a very high-powered game, with each character being the head of some guild or private army or merchant union. This means, by extension, that our story involves very high-level, world-threatening themes. Again, this is cool. What we realized in our Sunday session, however, was that our very powerful characters were going to succeed in most die rolls put before them, so we had to figure out a way to keep the game challenging while we mobilized starfleets, influenced planetary law and rerouted energy shipments (all high-level stuff that went off without a hitch due to our insanely high stats). But failure — or the threat thereof — is a good thing, and we’ve made some changes to ensure that the dice still serve a purpose in our Wild Talents game.

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Black Sun Games’ official Web site is up and running, though most of the links don’t work. I’m continually impressed by these guys: By all accounts, they’re doing everything right as far as opening a successful, long-term game store in Chicago. Check out their banner...looks like some Flames of War minis in the background? I’ll have to check that game out.

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I joined Dark Reign, the Warhammer 40k RPG fan site, and was simply bowled over by the volume of fan-generated content on there. They’ve got GM aids, full-fledged sourcebooks, adventure hooks, random encounter tables and alternate rules. The best part is that (it appears) any member can contribute articles, which really has my creative gears turning. Shouldn’t be tough to find inspiration — I’m about 200 pages away from finishing up the massive Eisenhorn omnibus by Dan Abnett, which means I’ve been totally immersed in 40k for the last month or two.

Friday, July 25, 2008

One more gaming store for Chicago

It appears this is the summer of hopeful gaming retail openings, at least here in Chicago.

I’ve learned that a second retail store, Black Sun Games, is moving quickly to open its doors in the Albany Park/North Park/Ravenswood area. The address is 5426 N. Kedzie Ave., but I’m afraid I know even less about this new store than I did about Gamer’s Asylum.

From what I can gather, though, the store is interested in both Warmachine and D&D, two mainstay game properties that that ought to draw in a sizable fan base. Brandon, the owner, is active on a D&D-themed Meetup group, and I’ve heard secondhand that he’s willing to host game groups at the store ASAP (but no sales for now, alas, owing to Chicago’s archaic permitting process).

The best part is that this location is so close I can ride my bike to it, which of course conjures up all sorts of nostalgic images of city kids pedaling down the sidewalk with backpacks brimming with D&D books. Good times, for sure — though I’m not sure I’d have much luck biking down the street with 30 pounds of painted pewter strapped to my back.

Bottom line: As with the Gamer’s Asylum announcement, this is just great news. Tabletop gaming is an inherently social pastime, and it’s critical to have a welcoming, clean and vibrant retail outlet to foster participation. Chicago has long been a bit of a game-store desert.

It’s tough to run an effective brick-and-mortar store in today’s culture of online commerce and 3-day shipping. I recognize the dedication required to make game retailing work, and I’m willing to open my checkbook to support both Black Sun Games and Gamer’s Asylum if they can create a friendly, reliable retail presence near my ‘hood.