Tag Archives: gaming

This is how I know #Tabletop has arrived.

Tabletop Trophy in Draw SomethingI keep hearing from gameshops that people are coming in and buying the games we play on Tabletop, and from people who tell me that they're using Tabletop to show their non-gaming partners why we love to geek out over games all the time… but someone choosing to use our super lame totally awesome trophy that Lindsey got from eBay for 3 bucks we spent an unfathomable amount of money on making as the trophy for "award"? That's amazing.

I do not always make a meme reference to my own show, but when I do, I choose this one.

In which we play Cal & D.

Saturday morning, I drove over to my friend Cal's house for D&D. Our friend Steve was already there, and our friend Martin was on his way to meet us.

While we waited for Martin to show up, we caught up on our lives, told stupid (and not-so-stupid) jokes, and got ready for the game.

"Hey, I brought you a 4e DM screen," I told Cal, "in case you don't have it, because it's one of the most useful DM screens I've ever used."

"We're not playing 4e," Cal said.

"Are we playing 3.5?" I asked, imagining a five hour encounter where I did little more than grapple.

"No, we're actually going to play a system I made up. It's sort of a hybrid of AD&D, 4e, and some other things. You're not even going to have character sheets." (Later on, we would describe this particular system as Cal & D.)

I was intrigued, and implored him to continue.

"I've adapted a Tomb of Horrors style adventure from Dungeon magazine –"

"You mean when it was still a magazine? Printed on actual paper and everything?"

"Yes," he said. I wondered how he stole it from the museum, and he continued: "We aren't using a battle map or minis, and we're not going to get hung up on a lot of rules. You guys are just going to do your best not to die in the Mud Sorcerer's Tomb."

When Martin arrived, we got our characters. I was a Fire Mage called Hosemi The Corpulent. It was decided that I wore a muu muu, had T-Rex arms, and one of my spells was lighting farts into mighty blasts of flame. Martin was a Gnome Paladin whose name I forget, but was based entirely on the Travelocity Gnome. Steve was some kind of deep earth stone Gnome guy who was essentially a 1st Edition thief.

We met in a tavern (duh) and left with a bunch of lackeys who I called Team Cannon Fodder. On the way to the Tomb, we did a little Roleplaying, and figured out who our characters were. I was kind of like Fat Bastard, leaning toward Neutral/Evil. Steve said he had "a fuckload" of healing potions in his adventurer's kit, as well as two dozen iron spikes. He also loaded up Like A Rock on his iPhone, and used it as his theme music whenever he did anything. Martin's character's goal in life was to save travelers gold pieces – this was especially funny because he was a Paladin of Garl Glittergold, and his battle cry was "GARL THAT GLITTERS IS GOLD!" 

If you are still under the impression that we were taking this very seriously, I offer the following exchange to clarify things:

"Hey," Martin said to Cal, "I want to ride a Dire Badger."

"What??

"Yeah, my mount is a Dire Badger."

"A Dire Badger would eat you, Martin."

"Not this one. We grew up together, so he's my pet."

I Twittered this, and more than one person replied that, if the Dire Badger was domesticated, it wasn't very Dire. I relayed this to the group, and Cal ruled that Twitter was correct, so Martin couldn't have his badger. I, however, got to ride a tiny donkey that was proportional to my size like those little motorcycles the world's fattest twins used to ride on That's Incredible!

We eventually got to the tomb, and sort of, uh, killed a lot of the lackeys in the first few rooms.

I forget exactly what we ordered them to do, but Cal said, "Okay, the lackeys all get together and one of them steps forward. 'We have decided to form a union, so you have to treat all of us the same way.'"

This is when I knew that my character was more Evil and Neutral.

"Okay, I hold my hands out, and engulf that guy in a fireball," I said. "Now I turn to the rest of them and say, 'Would you all still like to be treated equally, or will you do what we fucking told you to do?'"

(This is especially funny to me because I'm 100% a union guy.)

Cal said that they decided to go ahead and walk into the hallway, or whatever it was we wanted them to do.

"Oh, I also collect his ashes, and I draw them into a little football field, paying careful attention to the fifty yard line," I said.

This particular hallway had some sort of evil field of evil in it, so I was able to pass through relatively unharmed, but everyone else took a lot of damage, killing all but one of the lackeys.

"Clever way to get rid of our cannon fodder," I said. Cal smirked.

A little deeper into the dungeon, I took over the mapping duties. Now, I should point out that at this point in our day, the wine had been opened. I don't want to mistake correlation for causation, but my mapping became very detailed, including drawing giant dicks on the various statues.

"Why is it that, whenever we play D&D, we become twelve year-olds?" Martin asked.

We were all laughing too hard to reply, but I think I can answer him now: it isn't always about the game. It's never about the system, and it's rarely about "winning" as much as it's about the company and enjoying a few hours respite from the responsibilities and burdens of our real lives. Maybe we all become twelve because that's when most of us started playing, and though the reasons we seek escape have changed, the escape is still welcomed.

RPGs can be all about telling a collaborative story, using our imaginations, challenging our wits, and building heroic epics … but they can also be an excuse to get together with people we like to goof off and leave the Muggle world behind for a few hours, seriousness be damned. Whenever a system holy war comes up, I'd encourage you to think about that, and maybe use it as an escape hatch (so this doesn't happen) and ask yourself how often you have said, "Boy, that was a great system," versus "Boy, I had a really good time playing today."

Shortly after Steve's Gnome triggered a trap and found himself impaled on a gate made of daggers (seriously, who the hell makes a gate out of daggers?!) and our last surviving lackey was turned into frozen hunks of former-lackey, our wives came home. We decided to suspend the adventure, eat dinner, and finish the night with a rousing game of Cranium Pop 5.

We're planning to get together in the near future to finish our assault on Mudhoney's Tomb of Mud and Mudmen featuring Muddy Waters and the Mudskippers (which is what I kept calling it) … and this time I get to be the guy who threatens to punch Cal in the dick if he doesn't show up.

“In fact, I’ve never seen her this excited for me to go play D&D.”

In my keynote to PAX East last year, I said that gaming is the foundation of, and the mortar that holds together, the strongest and longest lasting friendships in my life. I've been playing with the same guys since high school, and even though we all live in different states (and some of us live in different countries), a few times a year we all gather at someone's house (usually our friend Cal's house) for a day of gaming, eating, drinking, and more drinking.

Over the years, girlfriends and boyfriends have come and gone, members have been added to our group, and our family has grown. We've introduced our gamer-adjacent partners to the hobby that we love so much, using infection vectors like Wits & WagersPandemicFrank's Zoo, and Shadows Over Camelot. We've had children (Yay! Future gamers!), divorces (Boo! Now it's awkward!), and a D&D campaign that lasted for a decade. Without gaming, we'd still see each other, but I know we wouldn't see each other nearly as often as we do.

About a month ago, we got together for our annual holiday gathering. Cal told me that he wanted to run a D&D one-shot, and that he wanted me to set the date, so I wouldn't be able to back out for some series of reasons that were defined as "bullshit."

I pulled out my phone, and looked at my calendar. "How about January 29?"

Cal called our friend Steve over to the kitchen. Steve lives in Northern California, and getting down to Cal's for game day is about as complicated as flying to LAX from SFO.

"Wil says he can play on the 29th. Can you come down?"

Steve didn't hesitate. "I can do that." He looked at me, pointedly. "…but can you?"

"I just said I could. That's why Cal called you over."

They looked at each other. We've been planning a one-shot for a few years, and it always falls apart because of me, and some series of reasons that are always defined a "bullshit." They looked back at me. Nothing needed to be said.

"I promise that I will play on the 29th," I said. I typed it into my calendar. "See? I'm typing it into my calendar right now. That makes it official."

Cal set his wine glass on the counter, and pointed at me. "Okay, we'll play on the 29th, but if you don't show up, I am coming to your house, and I will punch you in the dick."

Steve said, "I will also fly down from San Francisco and I will also punch you in the dick."

I said, "Well, I don't want to get punched in the dick, and I really want to play D&D with my friends, so I don't think it will be a problem."

We made celebratory noises, and opened another bottle of wine to mark the occasion.

While I was in Portland last week, Anne called me. "Are you still playing D&D with Cal and everyone on Saturday?"

"I don't want to get punched in the dick," I said.

"… um."

"Yes. Yes, I'm playing D&D on Saturday. Why?"

"All the wives are getting together for an anti-D&D-girly-spa day while you guys play, and then everyone is getting together for dinner after. I wanted to make sure you were playing before I told them I'd go."

"Woah! That's awesome," I said. Then, I had a million dollar idea. "Someone should open up some kind of non-gamer spa or something right next to a game shop, so nerds can drop their Muggle partners off while they play."

"Muggle?"

"Yeah, if you don't know what a Muggle is, you're a Muggle. That's just science, Anne."

In the silence that followed, I could feel The Look coming through the phone at me.

"Anyway. Yes, I'm playing, and yes, you should go, because that will be awesome for both of us." 

"Mmmmkay," she said.

Our undying love was declared, and we hung up the phone.

Over the next couple of days, Anne texted me frequently about the spa day, and how much she was looking forward to getting together with her friends while I played with my friends. This morning I e-mailed Cal with some questions about the game. In his reply, he told me to make sure Anne was connected with the girls for their spa thing.

"Oh, she knows all about it," I wrote back. "In fact, I've never seen her this excited for me to go play D&D."

When I told PAX that gaming was so important to my friends and me, I didn't even consider that all of our wives, who only know each other because of us, have formed their own friendships that are independent of their nerdy husbands. So, in a way, gaming didn't just bring my group of friend together (and keep us together), it brought our wives together, too. The next time some idiot says that gaming and gamers are antisocial, I think I'll mention this … and then punch them in the dick.

In which my shirt.woot shirt makes its resurrection roll

The Lords of Shirt.woot heard our prayers, and have brought my shirt, How We Roll (or, as I like to call it, Critical Mass), back for the holidays!!

Real quick history lesson: I designed this shirt, that I really love, for shirt.woot last year. It was pretty damn popular, but was overtaken by other awesome designs in the Reckoning, and was sent off to a farm where it could run around and play with other shirts. I was super bummed (and a little angry) when it died, because I didn't get a chance to cast a single healing spell on it … but today, it's been given a second chance at life.

I'm super excited that they're doing this, because I can replace mine (there was an unfortunate incident when I failed a DEX check and took ongoing stain damage that not even the washing machine could end), but also because we've improved the design a little bit for the reprint.

When I thought up this design, I wanted it to look very similar to the old D&D sourcebooks that I loved as a kid. To that end, I suggested thin, dark lines to hold it all together. In theory, this is awesome; in practice, it's pretty easy to lose the thin black lines on the dark grey shirt. Unfortunately, I didn't realize or consider this until I'd seen it a few thousand times on other people at conventions all over the place. So when I was contacted about doing How We Roll as a reprint for the holidays, I suggested that we make the lines a little heavier, and make them white instead of black. The crew at shirt.woot waved their magic wands, and it was done.

Here's what the revised design looks like:

How_We_Rollz8bDetail

By the way, your DM told me that if you wear this to the next session, you get +2 on the roll of your choice.

Testing the theory that one can not have too many dice

Just before I went out to GenCon in August, I wrote:

I have one request, which I hope isn't unreasonable: I'd like to test the theory that you can't have too many dice. If I see you at GenCon, would you give me one gaming die? I'll bring home as many as I get, dump them all on my office floor, and take a picture. I think it could be pretty cool … or very, very sad. Either way, it will be something, you can be sure of that

Before I even left, the response was epic, including this hilarious and brilliant comic my friend Joel drew for his webcomic, Hijinks Ensue.

I hoped I'd get a fair amount of dice, but I was totally unprepared for how many, and the incredible stories that came with just about each one. For three straight days, hundreds of people gave me probably close to a thousand dice, total, and each one had a story: "This is from my original red box" and "These dice killed all my players and I need to get rid of them or they won't play with me again" and "This is my first set of GenCon dice, I wanted you to have it" and the most common: "These dice are evil. They are out to get me. Here you go. Good riddance."

Since I came home from GenCon, I've been too busy to take a proper photo of the giant haul of dice I got, but I made some time this morning to take a few shots. They're all at Flickr, and none of them truly capture the enormity and beauty the way I can experience it with my own eyes, (especially pouring out close to 15 pounds from the big GenCon bag I keep them all in) but this is my favorite one:

GenCon Dice Haul #1

Now, to the important question: Can you have too many dice? I require further research and testing, but the early results of my experiment clearly say "No. No you can not have too many dice, especially when each die or set of dice you get comes with a story from the person who gave it to you, allowing you to make a personal connection that merely talking to each other does."

Enormous thanks to everyone who gave me dice at GenCon and at PAX. I think I'm going to keep doing this, until one day I have enough dice to cover my entire floor.

PAX After Action Report, Part One

PAX started for me, like it does for a lot of people, a few days early, when I was traveling to Seattle.

I took the train from Vancouver (for $38, you really can't beat it) and met a couple of other guys who were on their way to PAX. I introduced them to Zombie Dice, and we played several games, nerding out and making silly math and statistics jokes the entire time.

Upon arriving in Seattle, I spent three days with my friends Chris and Nicole, playing games like Mad Scientist University (a favorite of Nicole's daughter Kate), Wings of War, and Dragon Age RPG (which Chris designed.) Our friend Will Hindmarch joined us the day before PAX, and we had a nerd sleepover. It was awesome.

As I said last week, I made an effort to spend this PAX the way I've always wanted to: not really working, instead just playing games, hanging out with my friends, and recovering HP and Mana. Making a note here: HUGE SUCCESS.

Friday, I did my first signing in Bandland, where I was given the best Magic: The Gathering card, EVER, and then went directly to Console Freeplay for some L4D2 with my friends Mojo and Abby. We did a lot of stupid hollering and stuff while we played, which added a great deal to the experience. I also learned that Abby likes to let her health drop to below 5 before she uses a medpack, which is both hardcore and insane. After that, we visited Classic Console Freeplay, where I lost my shit upon seeing a working ZX Spectrum with my own eyes. I didn't get a picture of the small stack of cassettes with games on them, which is a bummer.

We then wandered through the Expo Hall, which was packed with gamers and exhibitors, but didn't really stop to watch demos or play anything. I was way into the booth design for Fallout New Vegas, though. Then it was time for lunch at Juice It (which has changed its name, but like Pink Godzilla, will forever be known by its former name to me). We ate our food in the Rock Band Freeplay area, and that was awesome. It was really fun and joyful to watch and listen to people playing the game, being encouraged by everyone around them whether they were succeeding or failing, and of course singing along. After eating, I saw a T-shirt that mashed up two of my favorite things: Wheaton's Law and Penny Arcade.

I spent some time in [ENFORCER]land after that, and then headed back to my hotel, where I played a playtest of Munchkin Zombies with my friend Andrew (Munchkin Czar), Logan Bonner, Keith Baker (!), @Stepto, and @thevowel, which was as munchkiny and braaaaiiiiiiins-y as you'd expect. One of my favorite moments was when Eric (that's @thevowel) played an IRS Agent Wandering Monster on Andrew, who failed to run away, which caused him to lose his most valuable item … which was called "An Arm and a Leg."

"Hey, the IRS Agent just caused Andrew to lose an Arm and a Leg," I said, "just like real life." There was much rejoicing.

When Munchkin was over, and Stepto and E went off to do X-Box-y stuff, Logan ran Gamma World for us. I never played Gamma World back in the old days, but I've always heard that it's a lot of fun, so I was super excited to give it a try. WotC is updating it, using modified 4e rules, and it was a lot of fun. Real quick, here's how WotC describes it:

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.

The D&D Gamma World Roleplaying Game offers
hours of rollicking entertainment in a savage land of adventure, where
the survivors of some mythical future disaster must contend with
radioactive wastes, ravaged cities, and rampant lawlessness. Against a
nuclear backdrop, heroic scavengers search crumbled ruins for lost
artifacts while battling mutants and other perils.

This product is a complete, stand-alone roleplaying game that
uses the 4th Edition D&D Roleplaying Game system as its foundation.
It appeals to D&D players as well as gamers interested in fantasy
science fiction set in a bizarre, post-apocalyptic world.

You start out making random characters, rolling 2d20 to get two different backgrounds that combine into one character. I got Sentient Plant and Radioactive, then rolled truly awful stats (yeah, you get to roll 3d6 for your stats! Old school, baby!), so we decided that my character's name was Needles, and I looked just like the Charlie Brown Christmas Tree (Me: Oh, DAMMIT! Logan: I think you mean, 'Good grief.'). Andrew was an empathic giant parrot called Fluffy (he named his character before he even knew what it would be), Will was a seismic doppelganger called Dug Dug, and Keith was a Yeti mad scientist called Doctor [I forget, but it was hilarious]. None of us were particularly smart (average INT and WIS scores were 10), and we all lived in a bunker together. I won't recall the entire adventure, but some highlights were:

  • Introducing everyone to each other, sort of like this: "This is Andrew, he edits all of my work, and is the Munchkin Czar for SJ Games. This is Logan, who freelances for WotC, and made the Bard a worthwhile playable class. This is Will, who designed games for White Wolf, and does all the interior and cover designs on my books. This is Keith, who designed Gloom and Eberron. I'm, um, Wil … and I have really interesting and successful friends."
  • Keith getting a kaleidoscope, and then using minor actions the rest of the time we played to take kaleidoscope readings (Logan always gave him results, which Keith recorded in a notebook). 
  • Dancing with Danceboot '86, who had been modified to also be a guard of some sort. Logan did the best D-d-d-dancebot voice and c-c-c-chaacter voice ever. He was always r-r-r-ready to p-p-p-party!
  • Destroying the big scary Umberhulk/Manticore/Laser-beam-eyes monster fairly easily, and getting eviscerated by the little fucking Sonic The Hedgehog/rolling-needle-best thing.
  • Staying up until 230 with my friends, playing a game.

I'm sure I'm forgetting other awesome things, and hopefully the rest of the guys who played will comment here with their own memories about the experience.

My takeaway from Gamma World: I wouldn't want to play an entire campaign, because it's just a little too gonzo for me, but I think three or four
sessions (would you call that a mini-campaign?) as a break from my
regular game would be perfect. Also: Logan Bonner is a frakkin' great DM.

Upon realizing I stayed up too late, I moved my Saturday signing back a little bit, and went to sleep, marveling at how lucky I am to have such awesome friends, and so many incredible opportunities to do cool things.

Next: Saturday.

never forget your roots

While walking through Comicon three or four years ago, I stopped to look at one of those booths that's filled with a hundred different T-shirts.

Somewhere among the various superhero crests and clever nerd phrases and obscure sci-fi homages, I saw a fairly simple design: an Atari joystick, sitting atop the word ROOTS. I grinned and reached for it, and noticed that it was folded next to a similar design that replaced the Atari joystick with a classic NES controller.

"Of course," I thought to myself, as I felt like Old Man Wheaton, "for a lot of the damn kids today, the Atari 2600 is as relevant as black and white television or a transistor radio."

This thought triggered a trip in my mental Tardis to long afternoons spent playing Yar's Revenge and Megamania, and I ended up wandering away in a fog of nostalgia, forgetting to buy either of them.

A few months ago, I was preparing my dungeon delve for the Emerald City Comicon. Rather than pull something pre-made out of the Dungeon Delve book, I created something entirely new. Though I would eventually do the final revisions with Dungeon Tiles, It was the first time I'd designed and built an adventure since I was a teenager, so I started the way we did in the old days: I sat on the floor with some books, some dice (even though I didn't really need them), and used a pencil to build my dungeon on graph paper. 

While I sketched out the first few corridors, counting squares and carefully making my lines as straight as I could, my brain slipped into a stream of wibbly wobbly, timey wimey … stuff … and it used that memory from Comicon as a lens to look back through years and years of afternoons spent alone in the sanctuary of my bedroom, building and refining hundreds of dungeons with nothing more than some analog tools and my imagination. 

Earlier today, my friend Scott Twittered:

Nobody has created an online toolkit for drawing D&D maps? This is ridiculous. I'm using graph paper and pencils like a monk from the 1800s.

replied:

@pvponline Using graph paper and pencils to design dungeons isn't a bug, it's a feature.

I couldn't help smile to myself when I saw Scott's Twitter, because I knew that later today … well, in this case, a picture is worth 1000 words. Here's the idea I had so many months ago, turned into a T-shirt:

Wil_wheaton_roots_t-shirt

As I said I Twitter this morning, I'm especially proud of this one because it's relevant to my interests. If you like it as much as I do, you can get your own in basic, premium (which is a softer fabric, and a slimmer cut), and women's from Jinx.

my sword glows blue in the presence of rules lawyers

Around the end of last year, I Twittered

Just read this on Board Game Geek: "My sword glows blue in the presence of rules lawyers." I kind of want that on a T-shirt.

I figured that it was very unlikely that I was the first person on all of the internet to combine gaming archetypes with Lord of the Rings references, so I went online and searched for what would be my favorite T-shirt, right up until the moment something new was my favorite T-shirt.

I was astonished when I found nothing on all of the Googles, and decided it was a moral imperative that I correct this giant hole in the potential geek wardrobe. I made a Twitter poll about it to be sure, which received a couple thousand affirmative responses. My course was clear: this shirt must be created … but how, exactly? I have lots of design ideas all the time, but I am pretty horrible at making them into actual things that have anything in common with what I see in my head.

This time, though, I knew how to make it happen, so I picked up the phone …

<Wayne's World Flashback Sound>

A few months earlier, I’d had a lunch meeting with some guys from Jinx, who were interested in collaborating with me to turn some of my crazy ideas into awesome T-shirts. Some of the stuff Jinx makes is just too loud for my taste, on account of me being an old man and everything, but they had made some things I really loved, like Choose Your Weapon, the RPG skeleton, and the Failboat. They also seemed like really nice guys, the kind of people I could feel good about doing business with, which is damn important to me.

I knew that Jinx had already done shirts for The Guild, so I asked Kim and Felicia if they were happy with their experience. They had nothing but good things to say, so I told the guys, “If I come up with some design ideas, I’ll get in touch.”

</Wayne's World Flashback Sound>

Flash forward to the discovery that this combination of Lord of the Rings and fantasy gaming, which delighted me, did not appear to exist in T-shirt form. (If you see where this is going, award yourself 2d6 electrum pieces and 1d4-1 XP.) I called Sean at Jinx and said something like, "Hey, I have a design idea that at least two thousand people agree does not suck. Want to make it?"

I described it to Sean, and he set his team into motion. It took a long time and a lot of back and forth to get exactly what I saw in my head onto a T-shirt I would want to wear. It was a fantastic collaborative process, though, and the end result is certainly better than anything I could have come up with entirely by myself.

I was so happy with the design they produced, I began actively thinking about other things I’d like to see on T-shirts, and a partnership was formed that officially launches today, with this:

My Sword Glows Blue in the Presence of Rules Lawyers

My Sword Glows Blue in the Presence of Rules Lawyers, by Wil Wheaton in collaboration with Jinx.

We have developed four different designs together so far, and we’ll release one a week for the next month, until they’re all available. Assuming that people like them as much as I do, we'll make more, including a few short runs that only appeal to the 2% of people who live in the same exact weird slice of the Venn diagram that I do.

Now, I have an idea that I think could be crazy awesome, and a fun way to celebrate the release of this T-shirt: tell me your favorite rules lawyer story in a brief comment, and you’ll be entered into a random drawing to win the shirt I’m wearing in that picture, as well as one in the size of your choice that doesn't contain trace amounts of my dead skin cells, suitable for eventually creating an army of clones. I'll also pick my favorite story, and read it on Radio Free Burrito next Monday.

I'm sure it goes without saying that we'll have a Rules Lawyer T-shirt meetup and group photo at GenCon, but I'm going to say it anyway: we'll have a Rules Lawyer T-shirt meetup and group photo at GenCon.

From The Vault: Cross the Blazing Bridge of Fire!

Did you know that I used to write a weekly column called The Games of Our Lives for The AV Club? It was about classic arcade (and occasionally console) video games that were just far enough off the mainstream radar for Gen Xers to realize that they remembered playing or seeing them, even if they hadn't thought about them since the 80s.

I worked very hard to keep it funny, nostalgic, and even a little informative. Though I didn't always come up with heartbreaking works of staggering genius, I'm really happy with about 95% of the columns I turned in … like this one for Satan's Hollow:

The flyer from Bally advertises "The hot new battle game that dares you to cross the blazing Bridge of Fire to do battle with the Master of Darkness-Satan of the Hollow!" After languishing for years in the obscurity of role-playing games, Satan finally crossed into the mainstream of arcades everywhere. Parents panicked as kids eagerly coughed up pocketfuls of quarters to dance with the devil in the pale moonlight.

Gameplay: It's 1982, so of course you have to enter Satan's Hollow in a spaceship. To pull this off, you build a bridge across a river of fire by picking up pieces from the left side of the screen and dropping them onto the right side of the screen. You have a shield that will protect you (for about .08 seconds) from the gargoyles and demons dropping World War II-style bombs. When the bridge is completed, you cross into the game's eponymous locale and face down Satan himself. If you avoid his magic pitchforks and destroy him, you won't save mankind from eternal damnation, but you will earn bonus points and an extra laser blaster for your space ship.

Before you complain that none of this makes sense, please remember that the number-one song of 1982 was "Centerfold" by J. Geils Band, and the number-one film was Tootsie.

Could be mistaken for: Galaxian, Dark Tower, Phoenix

Kids today may not like it because: Satan looks more like a sea monkey than like the Prince Of Darkness.

Kids today may like it because: Freaking your parents out because you're playing a game with Satan in it is always cool, whether it's 1982 or 2005.

Enduring contribution to gaming history: Doom wouldn't have been able to take players right into Hell in 1993 if Satan's Hollow hadn't opened the portal 11 years earlier. 

Every column had a different byline, which I tried very hard to make some kind of clever "nobody's going to get this, except for those few people who do and totally love it" joke: 

.mraf ynnuf eht, notaehW liW ot seilper rouy dnes esaelP .egassem terces eht dnuof ev'uoY !snoitalutargnoC

See what I did there? It's a game with SATAN in the title, so I put at BACKWARDS MESSAGE in the column. Ha! Ha! Ha! I am using the Internet!

I loved doing this column, and deliberately retired it while it was still going strong, so it didn't turn into [Pick some series that should have ended years ago while it was still funny. This is not a placeholder note to myself, it's a free option for you, dear reader. Merry Christmas.]

A few geeky games that are worth setting aside some Geek Time to play

I've discovered that, unless I specifically set aside Geek Time for me, Wil Wheaton, I end up doing nothing but work. This isn't entirely bad, because most of the work I do is geek-related, but I eventually run out of HP, and I have to recharge. by doing some private geeky thing, like reading comics, playing a little Xbox, or getting together with my friends 

Think of it this way: reading a comic book gives me a little HP, like 1d4. Reading a graphic novel gives me 1d6+2. Settling in with a good book (Currently reading Spook Country) gives me 1d10, but I can't do anything else for several turns and have to save versus distractions at -2. Playing a video game gives me 1d8+1, unless it's Rock Band with my friends or family, which gives me 2d10+5.

In fact, doing any geeky thing with friends is an automatic additional d10, which is why I like to get together with my friends at least once a month to play hobby games. During these gatherings, I can usually count on going all the way back to my starting HP, and if I'm especially lucky, I'll gain 1d10 additional HP that is lost at a rate of about 1 point every two hours after we've all gone back to our regular lives.

(Incidentally, writing those three paragraphs gave me 1d6-2, in addition to the 3d6+10 I got earlier today when I got to be a voice actor for four hours.)

So recently, I had a bunch of friends over for a game day, and we played some games I loved so much, I wanted to share them with the rest of the class, in case some of you are dangerously low on HP and need some healing:

Dominion

This is a card game that plays like a CCG (think Magic: The Gathering) without requiring you to buy a bunch of booster packs and participate in the deck-building arms race that makes most CCGs a meta game of "who can spend the most on cards." BoardGameGeek says: 

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play — leading to immense variety.

Dominion plays very fast, and is one of those games that you can play while drinking a beer (or three) and still play (mostly) competently. 

There are expansions, but I won't buy them on principle, because that path leads to the CCG stuff I'm trying to avoid or at least limit.

Revolution!

Steve Jackson Games is famous for putting out the classic RPG GURPS, irreverent card games like Munchkin and the Chez games, and war games like Ogre and Car Wars. This is the company's first offering that could be considered a Eurogame, and I absolutely love it. Quoth BGG:

In Revolution! players take advantage of the fluid political situation by secretly bidding for a number of characters, each yielding a combination of territory control, points (popular support) and more currency with which to bid next round. Players win by gaining the support of the people (the most points). Players can gain bonus points by controlling an area of the city at the end of the game. This game is for 3-4 players and takes 60 minutes to play.

What I love about Revolution! is the lack of one clear perfect strategy to win the game. In many respects, it's like poker: you win by playing against the other players as much (if not more) than you play the actual game. It's very simple to pick up (I'd say it takes about 5 minutes to teach) and really needs four players, though you can play with three.

Bonus soon-to-be-released SJ Games: Cthulhu Dice (I played this at RinCon and loved it) and Zombie Dice (which I haven't played, but looks like a whole lot of fun.)

Pandemic

I love cooperative games, where the players are working together against the game itself. Some games, like Shadows Over Camelot, toss the uncertainty of a traitor into the game, while others, like Arkham Horror, are so purely cooperative, they can even be played as solo games. Pandemic is a purely cooperative game that BGG describes thusly:

You are specialists at the CDC/Atlanta where you watch several virulent diseases break out simultaneously all over the world. The team mission is to prevent a world-wide pandemic outbreak, treating hotspots while researching cures for each of the four plagues before they get out of hand.

Players must plan their strategy to mesh their specialist's strengths before the diseases overwhelm the world. For example, the Operations Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while developing cures. If disease spreads uncontrolled, the players all lose. If they can cure all four diseases, they win.

This game looks and feels beautiful, and though it's probably the most complicated to learn on this list, it's not nearly as complicated as an RPG, a historical wargame, or understanding one of us geeks. You can adjust the level of difficulty (from easy to legendary) and if you get the expansion, On The Brink, you can add mutations and virulent strains of the various diseases, as well as a bioterrorist who is working against the other players. You rarely breeze through a game of Pandemic, and even though you start out sort of losing, victory is almost always decided by a razor-thin margin. 

Pandemic is so frakking hard to beat, it shouldn't be fun, but I have had more fun losing games of Pandemic than I've had winning a huge list of other games.

Small World 

Days of Wonder is probably best-known for games like Ticket To Ride and its sequels, Battlelore and its sequels, and Memoir '44 and its sequels. Small World is a very recent release from Days of Wonder, and I think it's one of the best games they've ever published. One more time, let's borrow from Board Game Geek:

Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires – often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!

Okay, so that description doesn't really capture what's awesome about this game. Let me try to explain why I love it so much: first, it's a map conquest game that comes with different maps for different numbers of players, so you get a balanced game whether you're playing head-to-head or with three or four other friends. Second, the zany characters get different unique special powers every time you play, so there's no point in developing a strategy (or counter strategy) exclusively for Flying Amazons or Dragonmaster Ghouls, because you may not get to use it that often. Third, it employs an elegant scoring system that tends to keep the games close (are you sensing some commonality among the games I really like?). Fourth, it just looks beautiful. The counters and the boards feature great artwork, so it's easy to buy into the theme. Finally, it's a relatively quick game, which is important to a guy like me who doesn't have nearly enough time to play all the games he wants to play.

All of these games are suitable for ages 12 and up, with the exception of Pandemic, which I think is >just< a little to complex for the under-14 set.

Now that I've spent enough time on this post to have actually played one of these games, I'd like to close with three RPGs that I haven't played, but desperately want to play:

Okay, now that I've regained some of my HP, I think I'm ready to go ahead and attempt the Drop Off Packages At The Post Office quest. If I don't come back, avenge my death and immortalize me in song.