Friday, September 5, 2008

An introduction to gaming

If you're reading this blog, chances are you're looking for one of two thing. Either you're a fellow gamer looking for information (or, more likely, delicious,delicious rumors), in which case hail and welcome, brother! I'll get to you in the a little bit. The other possibility is that you're a friend or loved one of a gamer, trying to discover just what it is they do until 4 o'clock in the morning. This article is for you. In fact, much of this blog is devoted to explaining this bizarre and twisted hobby.

First thing you need to understand is that tabletop gaming isn't a unified kingdom. It's broken up into various fiefdoms and principalities, not unlike Germany during the middle ages. Everything from the most minimalist card game to the most mind numbingly complex role playing game is encompassed within this header. Let's get down to defining these categories and providing a few examples of each.

1. Role-playing games(RPGs): These types of games center around a group of people, henceforth known as the players, creating and taking on the role of characters in a fictional world. Looming over this as a (hopefully) benevolent god is the game master. His or her job is to create and populate the world the player characters (PCs) inhabit, drawing them into adventures and providing them adversaries to slay. It's a bit like improvisational theater, except that the success or failure of a task is resolved by dice. If you're lucky, they're six sided.
Archetypal examples: Dungeons and Dragons (DnD), World of Darkness (WoD)

2. Collectible/Trading Card Games (CCG/TCG): The action in these games revolves around cards. The cards represent the characters, weapons, and actions taking place within the game. Want to summon a valient knight? Play a card. Want to equip him with a blazing magical sword? Play a card. These games are where I got my start, back in the heady days of the Decipher Star Wars CCG. These games are usually sold in several parts: a starter deck that gives you a legal deck, usually 40-60 cards, plus the rules and all the other things you need to play, like life tokens or asparagus counters or whatever, and booster packs, which give you seven to fifteen random cards that you can use to customize your deck, like a pack of baseball cards. Warning: these can get addictive. There's a little rush you get opening a pack of cards, wondering if this time you'll get the ultra-rare Gold Eyes Chartreuse Dragon you need to complete your deck. Counting all my TCGs, I own twice my weight in colorful little pieces of cardboard.
Archetypal examples: Magic: the Gathering (M:tG), Pokemon, Yu-Gi-Oh

3. Wargames: Sometimes referred to as miniature games, these games focus on moving tiny plastic or metal miniatures around a Lilliputian battlefield, vying for control of their 1:50 scale universe. Like rpgs, dice are the primary arbitrator is the mighty die. Unlike rpgs, the dice are not noteable for they're unusual shape, but for sheer numbers. Yahtzee has nothing on these games. In Warhammer you can roll upwards of 60 dice on an attack. Most war gamers wouldn't get out of their chair to pick up five dice. These games are also noteable for the expense necessary to play them. An army can easily cost over a hundred dollars to start. Did I mention the miniatures come unpainted? The miniatures come unpainted and unassembled. Painting and customizing these little guys has become a hobby unto itself. Alternatively, some games use less expensive pre-painted miniatures packaged in blind boxes. With these games you get into the same thing as with CCGs: you're constantly buying packages of figures to try and get that last one you want.
Archetypal example: Warhammer

4. Traditional: These are probably what you're most familiar with. While games like Monopoly and Uno are technically part of this group, most gamers tend to lead towards the more obscure games. This category is defined by games that are complete, self contained units. Everything you need to play comes in the box. While occasionally expansions are released for this sort of game, buying them won't give you an advantage over your oppenents, like buying more cards or miniatures might. They just offer the ability to play with more people or expanded rules
Archetypal examples: Settlers of Chattan, Munchkin.

What unifies all of these sundry pastimes? Mostly that their meant to be played on a table. Thus the name "tabletop game". The table isn't strictly required. Any clear flat surface will do in a pinch, but the games are designed to be played face to face, without the aid of any sort of electronic apparati. Not that I have anything against electronic aparati. I'm not posting this from some bizarre, WiFi capable typewriter. But the point is that these games are meant to promote human interaction without a computer or console.

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