Showing posts with label Warhammer 40K. Show all posts
Showing posts with label Warhammer 40K. Show all posts

22 February 2020

The Appeal of Board Games

Two men sitting at a table playing a game called Indian Summer, in which the players arrange tiles of different shapes on their player boards trying to cover the maximum area with these tiles.

Not too long ago, I published an article in which I referenced an ex-girlfriend who once told me that I think too much. Specifically, it was in the context of a comparison of casinos to board game cafes, and the differences between board games and gambling. I was reminded of this by two events that recently happened: I attended a friend's party, and a different friend sent me a link to an article about how board games can reduce cognitive decline in old age.

The article does not mention the reason why board games are so beneficial to mental fortitude; it quotes the author of a scientific study as saying 'it is not just general intellectual and social activity, it seems; it is something in this group of games that has this small but detectable association with better cognitive ageing.' Which implies that they don't claim to know why board games improve cognitive function in the elderly.

Sure, I'm no scientist, but I have a pretty good idea what it is about board games that make them so beneficial. Two factors: social interaction and mental engagement.

21 February 2015

Tabletop Role Playing Games

In 1971, Gary Gygax's game Chainmail (which he adapted from a rules system created by his friend Jeff Perren) was first published. This was a miniatures wargame, along the same lines as Warhammer 40,000 and Bolt Action. It had rules for mass combat, jousting, and single combat, and also contained a supplement that allowed you to include fantasy elements (magic, wizards, etc) in your war game.

Dave Arneson later took those rules and merged them with his own ideas for controlling a single warrior instead of an entire platoon. He showed this adaptation to Gygax, and the two of them created Dungeons and Dragons from it. Thus, the first roleplaying game was born.

The idea took off, and Gygax released another RPG two years later, Boot Hill. Variations on the original D&D soon sprang up, such as The Complete Warlock, by Robert Cowan, Dave Clark, Kenneth M. Dahl, and Nick Smith, and Tunnels and Trolls by Ken St. Andre. Bunnies and Burrows was an early attempt to push the boundaries of what was possible in an RPG, and as early as 1977, gamers had already started to adapt existing franchises with the introduction of the game Flash Gordon and the Warriors of Mongo.

07 February 2015

Game Clubs

So, you have a problem. You love to play games, but you don't have many people with whom to play. Maybe all your friends are too busy, or their schedules conflict with yours. Perhaps the people with whom you used to play have moved away, or no longer have a lot of interest in playing games. Maybe you've just arrived in a new city and don't know anyone yet. But whatever the reason, you're stuck at home wishing you could play games, but not having anyone to sit down at the table with you.

What do you do?

Well, your friendly neighbourhood Game Dork is here with a solution for you. The answer to your dilemma is simple: join a game club.

There are ridiculous numbers of game clubs. They're all over the place. I've learned of many in places I wouldn't have ever expected to find one. But I think you'll find that once you've joined a club, you'll make new friends, discover new games, and have the opportunity to scratch that gaming itch that's been bothering you for so long.