Tag Archives: gaming

senses working overtime

Anne and I stayed with my friends Steve and Julie when we went up to San Francisco for w00tstock. I've known Steve since high school, and Julie's sister was friends with my brother when they were younger, in case anyone was wondering how small the world actually is.

Steve and I were in the same gaming group (with Darin, Cal, and some of my other friends you may recall me mentioning from time to time) so when we got to their house, I went straight to his gaming shelf to see what overlap we have now (Dominion, Settlers, Pandemic, etc.) I saw, on top of a bookcase, a complete set of first edition AD&D core books. Sitting on top of them was a thick stack of TSR-era AD&D modules, including classics like Tomb of Horrors and Village of Hommlet.

"I can't believe you still have these!" I said.

"Do you want them?" He asked. "I don't have room for them here, so they were going to get thrown out or —"

"THROWN OUT?! THEY BELONG IN A MUSEUM!"

From the living room behind us, I heard Anne apologize to Julie.

"It's okay," I may have heard her say. "I'm married to one, too."

Steve and I spent some time (not nearly enough) looking at all those old modules, as well as his AD&D core books. I even made most of my saves vs. Nostalgic Overload (Rogers will be happy to learn that I didn't once say that I felt like I was visiting with old friends).

"You can have all of these," he said, "because I know I'm not going to have time or space to use them any time soon."

"I would love to keep these, if for no other reason than to preserve the history," I told him. In my mind, I was already sitting on the floor of my office, the smell of a freshly-sharpened pencil rising in the air to meet the sound of Rush on the Sonos while I surrounded myself with open books, graph paper, and piles of dice.

Alas, when it was time to return to Los Angeles, we didn't have room or spare weight in our suitcase to bring them with us, so it's going to be a little while before my dream becomes reality.

Still, I can't stop thinking about those books and the memories they're going to shake loose when I finally do get to read them. I still have the books from my Red Box Set, though, so as soon as I got home from my trip, I took them (including B2 – The Keep on the Borderlands) off the shelf and hopped into the time machine. The last few nights, I've read Keep on the Borderlands cover to cover, all the character creation rules in the Player's Book, and all of the procedures in the Dungeon Master's Book.

As I pored over these three books, pausing frequently to feel the comforting warmth of a nostalgic childhood memory wrap around me, I remembered why I fell in love with D&D and then AD&D when I was growing up: when you get down to their fundamentals, D&D and AD&D provide a framework for imaginative, collaborative storytelling.

As I read the Keep on the Borderlands, and I crawled through the Caves of Chaos for the first time in 25 years, I let my imagination take over. I could see the same places I visited when I was a kid. I could see the wide and winding dirt road, coiled around towering mountains and steep cliffs, that I traveled from the Keep to the caves. (Well, I could see it the way 10 or 11 year-old me created it in his youthful imagination, which is to say it looked an awful lot like that 1978 animated Lord of the Rings movie.)

I could see the Lizardmen (who were more than a little reminiscent of the Sleestaks), I could hear the clang of my fighter Thorin's sword against the cave wall, after he cleaved a kobold in two (just like that animation from Dragon's Lair) and the jingling bag of electrum pieces he took off the corpse (which sounded a lot like the pocket of quarters I kept around for sudden outbreaks of Pac-Man fever). I could smell the crackling fire of braziers (summer campfires), and feel the terror of facing down a minotaur who never seemed to miss when he attacked (pop quizes in math class).

If you played Keep on the Borderlands, some of the encounters that sparked my own memories may be familiar, but I bet that any images of the caves they may have stirred up for you different than mine, because when we played this game in the 80s, every single place we went was made real by our imaginations. In fact, that's one of the things I love and miss the most about the earliest days of tabletop RPGs: I miss gaming that was entirely independent of minis and combat maps. I miss being able to close my eyes and picture the zombies and skeletons lining that hallway, knowing that the way I saw them was different from the way my friend Simon saw them, even though he was sitting right next to me. 

I stopped playing AD&D during 2nd edition, when I felt like it was more about complicated math, charts, and THAC0 than it was about using your imagination to explore a wondrous fantasy world. I switched to GURPS, and even though I know that's a system that can easily lead to min/maxing and metagaming, I played with a group of guys who were into storytelling, with a GM who made you think very carefully about what disadvantages you took. When that group grew broke up, I didn't play seriously again until 4E, which as everyone knows I really enjoy.

Still, when I opened The Keep on the Borderlands and read "Welcome to the land of imagination. You are about to begin a journey into the worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits…" I realized something: I never played RPGs later on in life like the ones I played when I was 12.

… Jesus, did anyone?

a spiffy rules variant for munchkin

I'm making myself a little crazy trying to write a column about gaming, gamers, gaming conventions, and why they all add up to mean so much to me. It's not that I can't find the words but – well, maybe it is that I can't find the words. Or, more accurately, I can't find enough words, because I can sum it all up like this: "When I'm gaming, I feel like I am with my tribe."

Hurm. Maybe that's a good launching point, and I can get a little more in-depth from there. (Related: Damn you, Twitter, for making me able to say just about everything I want to say in just 140 characters.)

So speaking of gaming, when I was at RinCon last weekend, I played a couple of memorable games of Munchkin. One of them was an official event called Czar Munchkin that, as the name implies, featured a table of us gamers versus the official Munchkin Czar, who happens to be my friend (and editor of all my books) Andrew. Through some exceptionally munchkin-y behavior, I ended up winning the game, making my Munchkin Convention Play record a perfect 2-0. w00t. Go me.

That game was a lot of fun, and Andrew ran it as a Child's Play fundraiser (what a great idea, Andrew! Great minds think alike!) so we raised even more shiny gold rocks while we played.

The other game I played happened in the lobby of our hotel, where we tried out some variant rules that Andrew wanted to playtest with me and some of our other friends. I can't disclose all the different rules we tried, but one of the ones I really liked was announced in today's Daily Illuminator at SJ Games:

Rules Variant – Listening at the Door

We've been trying out this variant Munchkin rule and figured we'd throw it out for y'all to play around with.

At the start of your turn, draw a face-down Door card ("Listening at the Door"). You may now rearrange your items, do trades, or whatever. Then you Kick Down a Door (starting combat if there's a monster) and your turn proceeds normally . . . except that if you Loot The Room, you draw a face-down Treasure instead of a Door.

I had a great time playing with this variant, because it meant we burned through a lot of cards in a short amount of time (using the original classic set only, we shuffled each deck at least once, and I think we did treasures twice.) I have several expansions, and while it's fun to add new cards to the game, it's also a drag to end up with so many cards, you don't get to see them all. Playing with this rule means you get to see more cards, and it increases the chances of serious mayhem by some number you'd get if you rolled percentile dice.

If you're still reading, you probably play the game, so I think you'll appreciate this: Andrew was at level 9, and seemed poised to win the game, so the rest of us teamed up to defeat him. As it turned out, though, we were just delaying the inevitable.

Andrew was a Cleric, and went after me. On my turn, I looked for trouble, and fought (and defeated) the Floating Nose to get myself to level 9. Andrew resurrected the Floating Nose on his turn, and announced that he was fighting it for the win. We did the usual things with whatever cards we had left, and when it appeared that we were going to hold him off for at least another round, he played the Potion of Halitosis to beat the Floating Nose and win the game. It was delightfully silly and Munchkiny, too, because he could have just played the cards together, but he made us all go through our hands and gave us just a little bit of hope, before he dashed it all to hell.

Munchkin seems to be one of those games that really divides gamers into seriously polarized camps. I know it's not for everyone, but I just love it, because it's just so silly.

Everybody walk the dinosaur. Well, except for you. You’re not working out.

I have no idea what the title of this post has to do with the content of this post. In fact, I think there's no relation at all, other than the fact that I wrote them both. But when your brain compels you to quote Was (not Was), it's best to just do what it says, and slip in a Simpsons reference if you can manage it.

So. Moving on.

RinCon was awesome this weekend. The delves were a huge success, even though both parties managed to finish them, despite my best efforts to kill them all. I am absolutely going to run Child's Play Charity delves at future cons (and may even organize a special event here in Los Angeles at a local game shop, if enough people commit to playing) and those delves will all be of my own original creation, because running these two delves and listening to our D&D Podcast has made me want to write and run a campaign more than at any other time in my life. I know I keep going on and on about how easy it is to pick up and play 4e, but … dude, it is so easy to pick up, play, and run 4e, the only reason I'm not playing every week is because I haven't had the time to do it. (Fun fact: we had players in both delves who were totally new to 4e – one of them hadn't even played since 2nd edition! – and it took all of about 5 minutes to get them into the swing of things. I know 4e has its detractors, but I just love it that this system is so easy for new players to pick up, whether they're PCs or DMs.)

I had an incredible time playing a lot of new games, as well as many of my old favorites. I especially enjoyed an indie game called Castle Panic
, and an unreleased game from SJ Games that I wish I could tell you all about. I also picked up a storytelling game called A Penny For My Thoughts
that I think was the sleeper hit of the convention. The Rock Band party was also a lot of fun, and some of you may be interested to know that James Ernest is an absolute beast on the drums.

A full con report, including some various thoughts I had about gaming at cons and why they are such an important part of our community is forthcoming, probably as this month's Geek in Review column.

Now, on to business:

My episode of The Big Bang Theory airs next Monday, October 19, on CBS. Yes, I'm excited enough about this to use the silly bold letters in my blog. Yes, this also means that I won't get to watch it live because I'll be performing at w00tstock San Francisco while it airs, but it also means that those of you who wanted to see w00tstock San Francisco on Monday but could only get tickets for Tuesday can still get your USRDA of Wil Wheaton sightings (snort) without ever leaving the comfort of your own home. Because, um, that sounds funny in my head.

SPOILER ALERT! Info about my episode of The Big Bang Theory follows:

The ‘Star Trek: TNG’ alum is guesting next week as a nastier version of himself. And as it turns out, this Wil Wheaton has a longstanding rivalry with Sheldon. How did this geektastic casting come to be? Says Kunal Nayyar (Raj), “The writers were discussing, ‘Who would be a good villain for Sheldon?’ just as Wil Wheaton was writing into them, saying how much he loves the show.” 

(via)

Okay, the final bit of business before I hit publish and go to work on the Memories of the Future release post and a few related bits: the project I've been working on that I wasn't sure if I could talk about, has been revealed. I'm voicing Bill Willingham's Peter & Max: A Fables Novel. It's been a delight to spend five hours a day exploring Bill's world and brining his characters to life, and we're going to have something very special when the whole project is completed.

announcing THE AWESOME HOUR!!1

The schedule for PAX 09 has been posted, and I am on it.

BEHOLD:

Wil Wheaton first came to PAX in 2007, when he gave the keynote address that your parents won't stop making you listen to in the car. In 2008, he returned for a panel that asked and answered the burning question, "Can Wil Wheaton really be a panel all by himself?" This year, Commodore Wil Wheaton welcomes you aboard the USS AWESOME for 60 minutes of story-telling, lingerie-dodging, mirth-making, myth-making, iconoclasting, and the obligatory burning-questioning … ing.

I'll be in The Serpent Theatre from 2:30-3:30 on Sunday at PAX. I think it would be kind of awesome if we did a massive How We Roll photo as soon as the panel ended, too, but we'll talk about that as we get closer to PAX.

Got PAX questions? Post them in comments and I'll do my best to answer them.

“…tactical terrain for building utilizable dioramas”

Gabe:

The box of Dwarven Forge
stuff I ordered showed up yesterday, and when Kara saw it she told me
it looked like a dollhouse for boys. I laughed and explained that it
was actually tactical terrain for building utilizable dioramas.


This afternoon as I was placing the
tiny mugs of ale in the tavern I had built, my mind drifted back to her
words from yesterday. I shook my head to clear the thought. Come on,
this is clearly not a dollhouse. I chuckled softly to myself as I
placed the miniature basket of butter-horns on one of the wooden
tables. Dollhouses are for girls.

In my day we didn't have awesome sculpted terrain and hand-painted miniature figures! We had graph paper and our imagination, and we liked it!

Well, except for when we started playing Warhammer 40K, and we had shoeboxes filled with terrain, and foam-filled suitcases to carry our Chaos Marine armies.

…man, now I want to play D&D, and I want to paint minis.