Quotulatiousness

June 13, 2024

Fun new family game – Who’s the Parliamentary Traitor?

Filed under: Cancon, Gaming, Government, Humour, Politics — Tags: , , , , , — Nicholas @ 05:00

In the National Post, Tristin Hopper presents the rulebook for an exciting new family game literally “ripped from the headlines” – Who’s the Parliamentary Traitor?

“To simulate what it’s like to go to work in a national parliament secretly housing foreign agents, the National Post presents a tongue-in-cheek instruction manual to play this group game: Who’s the Parliamentary Traitor?
Photo by Brice Hall”

WHAT YOU NEED TO PLAY:

  • One large writing surface, such as a chalkboard, whiteboard or flip chart (THE ORDER PAPER)
  • 20-70 note cards
  • A timer

SETTING UP PLAY:
Gather at least five of your closest friends and have them sit in a line facing the ORDER PAPER. They will be divided into two categories: The WITTING AGENTS and the CREDULOUS NAIFS.

To choose who among them will be the WITTING AGENTS, prepare a stack of IDENTITY CARDS equal to the number of players. On every fifth card, mark the symbol for the Chinese yuan (¥). In the case of five players, mark a single card, for 10 players, mark two, etc.

Shuffle the IDENTITY CARDS and distribute them among the players. Anyone receiving a “¥” is now a WITTING AGENT.

Set aside another stack of note cards to serve as MANDATE LETTERS. The text for each card is below. Shuffle the MANDATE LETTERS and place them face down.

RULES OF THE GAME:
Each round begins with a CANADA IS NOT BROKEN phase in which all players close their eyes, put their thumbs in their ears and bury their face for two minutes (the elapsed time to be marked with a timer). During this phase, the WITTING AGENTS open their eyes, stride over to the ORDER PAPER and write down a piece of binding public policy that damages Canada to the advantage of a hostile government (suggestions below).

Once this act of treachery is done, the WITTING AGENTS return to their seats will pretend to wake up alongside them as if nothing happened.

Now begins the CONCERNED FOLLOW-UP phase. First, players must pull a MANDATE LETTER card that will determine conditions of discussion. Now, the parliamentarians must decide who among them is the foreign cat’s paw who has defaced their ORDER PAPER with disloyal policy. Uncomfortable questions are asked, accusations are made, and at the end of the round the players vote on who among them will be ejected as a traitor.

Only after the accused traitor is exiled will they show their IDENTITY CARD, revealing whether the accusations have been true, or whether they have been unjustly maligned.

Ejected players are then exiled to THE SENATE, a separated area of chairs where they are served port, ginger ale and black liquorice. They continue to participate in the CANADA IS NOT BROKEN and the CONCERNED FOLLOW-UP phases, but they no longer have a vote.

October 20, 2018

Don’t waste your time coming up with something original … use this map for your next RPG campaign

Filed under: Gaming, Humour — Tags: , , — Nicholas @ 03:00

The Only Fantasy World Map You’ll Ever Need
by EotBeholder

Thrown together on a whim, yet meeting the needs of busy (or lazy) Dungeon Masters to this day, EotBeholder’s epic “Only Fantasy World Map” has all your role-playing game geography requirements covered.

Here’s something I threw together for the game I’m running with some coworkers. I plotted out where everything was going to go on a world map then decided, yknowwhat, let’s just keep the serial numbers filed off, so now it’s a map good for every RPG setting ever. Starting in the Tiny Bickering Fiefdoms is traditional but anywhere works. (My players are mostly from Tortuga.)

EDIT: Wow, almost four years later and this thing just exploded. The internet is a thing of mysteries. Thank you all! A lot (well, a number) of people have requested a blank version so they can add their own names… yeah, sure thing. To anyone asking for permission to use this for their own campaigns… I mean it hardly qualifies as “original”, so as long as you’re comfortable stealing from someone who steals from the people who only steal from the best, knock yourselves out 🙂

If I could make some additions (which I suppose I could, but, nah) I’d call out the Boring/Doomed Pastoral Village somewhere in the Tiny Bickering Fiefdoms or the Land of Poncy Knights, and also add a Giant Wall to Keep the Monsters Out. Giant walls are so hot right now.

H/T to Rob Beschizza for the link.

October 19, 2015

The cyclic history of SF fandom

Filed under: Books, Gaming, Media, Politics — Tags: , , , , , — Nicholas @ 02:00

I attended my first science fiction convention when I was 16, and being a science fiction fan in the mid 70s was ever so slightly more reputable than being a junkie or a drag queen in “mundane” society. Fandom was a tiny, tiny group of people compared to just about any other group of enthusiasts you could think of. At my first SF con in Toronto, there was a sharp dividing line between the “real” SF fans and the (euchhhhh!) Star Trek fans … even though the Trek fans were close to 50% of the attending fanbase. The “real” SF fans viewed the Trekkies as just barely tolerable (think of a guest bringing along a new and not-yet-housetrained puppy to your party). This was the first cycle of modern SF fandom history. On LiveJournal, wombat-socho outlines the pattern:

A short-lived show on NBC, Star Trek, generated massive fan interest in people who had never heard of science fiction fandom. The Trek fans flooded into fandom, and in the first of a sadly repetitive series of dumb mistakes, fandom turned on these newcomers and made them aware that they were most certainly Not Welcome. Fandom’s open and non-judgmental culture suddenly became harshly critical of “drobes” who ran around in Starfleet and Klingon uniforms they hadn’t even made themselves, and Trekkies who seemingly had no other interest in SF outside the series. This was horseshit, of course; perhaps predictable horseshit, given that so many SF fans (as I mentioned previously) were more than a little lacking in social skills, but horseshit all the same. Trekkies were in many cases SF fans fired up by the campaigns to bring the show back, fans writing fanfic, fans writing fanzines to publish fanfic and fanart in, fans starting conventions to which bemused actors were invited and besieged by legions of fans seeking autographs. In short, fans doing fanac, but not in the Approved Manner or on the Approved Topics. And so Trek fandom and its conventions, for the most part, went its separate way from traditional literary SF fandom.

Not too long after the hordes of unwashed Trekkies had been successfully repelled from the ghetto, a fellow named George Lucas showed up at the Kansas City Worldcon in 1976, promoting a remake of Akira Kurosawa’s The Hidden Fortress featuring starships, a courageous young farmboy with hidden psychic powers, a couple of amusing robots, two ancient masters of martial arts, and a brutal Galactic Empire. He got a warm reception, and a few years later millions of people around the world were flocking to see the movie we all know now as Star Wars. They, too, started showing up at science fiction conventions, and got the same warm reception shown to their older brothers and sisters the Trekkies, and they in turn started going to what were increasingly called media conventions. The media conventions, like the Trek conventions before them, were very different from the fan-run SF conventions that preceded them. More (if not most) of them were unabashedly for-profit, charged different membership rates with different levels of access to the guests, and sometimes seemed more like combination flea markets/autograph sessions, with some panels where the guests talked about the shows. And they drew tens of thousands of people, because after Hollywood saw the huge piles of money Lucas was making, they couldn’t wait to launch a new Star Trek movie, a new Star Trek TV series, and all manner of TV shows and movies with science fiction themes. And lo, the fans of these shows and movies were likewise greeted with a cold shoulder by the Big Name Fans, Filthy Pros, and Secret Masters of Fandom.

At about the same time, role-playing games (Dungeons and Dragons, Traveller) exploded in popularity, followed not much later by collectible card games like Magic. For some reason, gamers had always fit better with traditional fandom, perhaps because so many of them were SF and fantasy fans to begin with, but after a while (perhaps around the time video games started becoming affordable and popular) they, too, started feeling less than welcome at regular SF conventions, and began going off to swell the crowds at GenCon and other conventions that were mostly about games and gaming.

Are you starting to see a pattern here? Is a trend becoming apparent to you?

Fans, back before Star Trek, were an isolated low-status fringe group who banded together against the mundanes who looked down on them. Given multiple opportunities to live up to their declared open and tolerant mores, each and every time they tried to do to the newcomers (Trekkies, Star Wars fans, gamers, and so on) exactly what the mundanes had done to them. You can’t say fans aren’t human, because they certainly re-enacted the same social exclusion, belittlement, and shaming that almost every in-group in human society uses against almost every out-group. Oh, and look, the “real” SF fans did the same thing recently to the libertarian and conservative fanbase.

Having read the preceding, should the results of SP3 have been a surprise to anyone? The people running WSFS and the people running local SF conventions are the same people who for the last fifty years have been mouthing off about “openness” and “tolerance” and “not being judgmental” while doing their best to run off “fringefans” at every opportunity instead of welcoming new chums and introducing them to the wider world of science fiction and fantasy. In order to join traditional fandom, you are only allowed to come in through one door, only allowed to read certain books, only allowed to express certain opinions. Then you can be accepted as a “true fan”. Why would anyone in their right mind want to put themselves through that? It’s a good question, and one which a lot of fans have answered by ignoring traditional fandom in favor of geek culture events such as the San Diego Comic Convention, Otakon, GenCon, and Dragon*Con. Some fans have signed up for Sad Puppies 4, hoping to recruit enough friends and allies to retake the Hugo Awards from the Sadducees and Pharisees who have controlled it (and increasingly, handed it out to those favored by Tor) for going on ten years. In the long term, though, perhaps what fandom (as opposed to Fandom) needs to do is build up a fan organization that welcomes all fans of science fiction and fantasy, no matter what door they enter by.

December 15, 2014

The world of the imagination

Filed under: Books, Gaming, Health, Media, Technology — Tags: , , , — Nicholas @ 00:04

At BoingBoing, Jason Louv talks about getting back into his teenage passion (Dungeons and Dragons), but also worries that as a culture, we’re losing our opportunities — and capability — to imagine:

There’s just something about high Arthurian or Tolkienesque fantasy that cuts so deeply into the Western unconscious, finding a far more central vein than anything that Lovecraft or Edgar Rice Burroughs or Jack Kirby were able to mine. Nothing beats the experience of the Grail Quest, of becoming a heroic adventurer in a medieval world full of fantastic creatures, on a mission to slay the dragon and liberate the princess — or at least get some decent gold, treasure and experience points.

Until I left for college, fantasy paperbacks and comics were my world when I was alone, and role-playing games were my world when I was with friends. And how much more real, in a way, the inner palaces of my adolescent imagination felt to me than the gritty “reality” of so-called adult life, of endless war, losing friends to drugs, economic chaos, tumultuous relationships, chasing dollars.

Am I so wrong to want to go back to the Garden?

The Interior Castle

While our culture dismisses any use of the imagination as wasted time — something that distracts us from the “real” world of quantification and monetization — mystics and artists throughout history have told us that the imagination is the vehicle which brings us into contact with reality, not away from it.

William Blake is an exemplar of this approach — “The world of imagination is the world of eternity,” he wrote. “It is the divine bosom into which we shall all go after the death of the vegetated body. This world of imagination is infinite and eternal, whereas the world of generation is finite and temporal.”

In 1577, the Spanish Carmelite nun Teresa of Ávila wrote a prayer manual called The Interior Castle, which describes her path to union with God as a kind of epic single-player Dungeons and Dragons game. In it, she describes a vision she received of the soul as a castle-shaped crystal globe, containing seven mansions. These mansions — representing seven stages of deepening faith — were to be traversed through internal prayer. Throughout the book, she warns that this imaginary internal world will be consistently assaulted by reptilian specters, “toads, vipers and other venomous creatures,” representing the impurities of the soul to be vanquished by the spiritual pilgrim.

Sixty-five years earlier, St. Ignatius of Loyola designed his Spiritual Exercises as the training manual of the Jesuits, in which adherents were to deeply imagine themselves partaking in incidents from the life of Christ, creating inward virtual realities built up over years as a way of coming closer to God. Similar techniques exist in many world religions — in the stark inner visualizations of Tantric Buddhism, for instance. Such mystics speak not just of the vital importance of daydreaming and fantasy, but of the disciplined imagination as literally the door to divinity.

As we progress into the 21st century, this is a door that we are slowly losing the key to. The French Situationist author Annie Le Brun, in her 2008 book The Reality Overload: The Modern World’s Assault on the Imaginal Realm, suggests that information technology is causing blight and desertification in the world of the imagination just as surely as pollution and global warming are causing blight and desertification in the physical world. We are gaining the ability to communicate and hoard information, but losing the ability to imagine.

I literally cannot get my head around what it must be like to be a child or teenager now, raised in a completely digitized world — where fantasy and long reverie have given way to the instant gratification of electronic media. There can be no innocence or imagination or wonderment in the world of Reddit, Pornhub and 4Chan — just blank, numb, drooling fixation on a screen flickering with horrors in a dark and lonely room, the hell of isolation within one’s own id. I recently saw a blog post about a toilet training apparatus with an attachment for an iPad. No, no, no.

Just as electronic media is stripping us of our right to privacy, so is it stripping us of our right to an inner world. Everything is to be put on public display, even our most intimate moments and thoughts.

We need to go back. We need to re-discover the door to the inner worlds — a door that I believe encouraging young people to read printed books, and to play analog role-playing games like Dungeons and Dragons, can re-open.

April 11, 2014

Dungeons and Dragons versus BADD

Filed under: Gaming, History, Media, USA — Tags: , , , , , , — Nicholas @ 08:05

BBC News Magazine looks back at the moral panic about Dungeons & Dragons in the early 1980s:

Dungeons and Dragons rulebooks

In 1982, high school student Irving Lee Pulling died after shooting himself in the chest. Despite an article in the Washington Post at the time commenting “how [Pulling] had trouble ‘fitting in'”, mother Patricia Pulling believed her son’s suicide was caused by him playing D&D.

Again, it was clear that more complex psychological factors were at play. Victoria Rockecharlie, a classmate of Irving Pulling, commented that “he had a lot of problems anyway that weren’t associated with the game”.

At first, Patricia Pulling attempted to sue her son’s high school principal, claiming the curse placed upon her son’s character during a game run by the principal was real. She also sued TSR Inc, the publishers of D&D. Despite the court dismissing these cases, Pulling continued her campaign by forming Bothered About Dungeons and Dragons (BADD) in 1983.

Pulling described D&D as “a fantasy role-playing game which uses demonology, witchcraft, voodoo, murder, rape, blasphemy, suicide, assassination, insanity, sex perversion, homosexuality, prostitution, satanic type rituals, gambling, barbarism, cannibalism, sadism, desecration, demon summoning, necromantics, divination and other teachings”.

Pulling’s pamphlet on the dangers of D&D:

Dungeons and Dragons moral panic

In 1985, Jon Quigley, of the Lakeview Full Gospel Fellowship, spoke for many opponents when he claimed: “The game is an occult tool that opens up young people to influence or possession by demons.”

These fears also found their way into the UK. Fantasy author KT Davies recalls “showing a vicar a gaming figure – he likened D&D to demon worship because there were ‘gods’ in the game”.

Veteran roleplayer Andy Smith found himself in the unusual position of being both a roleplayer and a Christian. “While working for a Christian organisation I was told to remove my roleplaying books from the shared accommodation as they were offensive to some of the other workers and contained references to demon-worship.”

Looking back now, it’s possible to see the tendrils of a classic moral panic, and some elements of the slightly esoteric world of roleplaying did stir the imaginations of panicked outsiders.

March 27, 2014

Remembering “the war on Dungeons and Dragons

Filed under: Gaming, History, USA — Tags: , , , , , , — Nicholas @ 08:31

First, the comment that @FakeTSR linked to:

It was never a fair fight between fundamentalist Christianity and D&D. One was a dangerous system full of dark mysticism and threats to warp a young mind beyond repair, and the other was a tabletop RPG.

And then, the article by Annalee Newitz:

Thirty years ago, a war raged between the dorks who played Dungeons & Dragons, and the conservative parent groups who believed that gaming was debauched at best and Satanic at worst. Lives were ruined. People died. And now that war is over. I still can’t believe we won.

[…]

Still, unlike my fantasy of being a hot half-elf, the Christians actually had some control over our lives. My best friend got kicked out of Catholic school for playing D&D, which we counted as a win because it meant she could come to our shitty public school and play D&D with us. Outside our southern California town, however, D&D players weren’t getting off so easily. They were ostracized by their peers, kicked out of public schools, and sent to glorified reeducation camps by parents who feared their children were about to start sacrificing babies to Lolth the spider demon.

Dungeons and Dragons moral panic

Update, 28 March: Techdirt‘s Timothy Geigner sorrowfully points out that even though this particular moral panic eventually came to a happy end, the lessons of each significant outbreak of hysteria are not carried forward and the next professional pants-wetting politician or “concerned parent group” does not get the scrutiny they deserve.

As the article says, looking back from the vantage point of a world where entertainment is strewn with the fantasy genre, it’s stunning to see the propaganda that had been unleashed. Unsurprisingly, said propaganda has since been eviscerated, with all the common tales of kids killing themselves being shown to be completely unrelated to anything having to do with children’s games. Still, this kind of thing propagated like hell-fire. For all the normal, non-Satan-worshipping kids out there that were just trying to have a little fun, it must have seemed like insanity would rule the day. Fortunately, it didn’t.

[…]

Winners who are now all grown up and who have moved on to their next moral panic, be it violent video games, drill gangster rap, or any number of the next thing the younger generations will come up with. The cycle repeats. Every generation was young, became old, and feared the new young again. That’s too bad, but for those of us still reveling in our youth, real or imagined, it’s nice to know that the moral panic over video games, like all those before it, will eventually subside.

March 19, 2014

Dark Dungeons Teaser Trailer

Filed under: Gaming, Humour, Media, Religion — Tags: , , , — Nicholas @ 00:01

Published on 18 Mar 2014

Dark Dungeons brings Jack Chick’s 1984 masterpiece to the silver screen. Visit http://darkdungeonsthemovie.com/ for exclusive updates!

Debbie and Marcie arrive at college unaware of the dangers of RPGing. They are soon indoctrinated into this dangerous lifestyle where they face the threat of learning real life magical powers, being invited to join a witches’ coven, and resisting the lure of Ms. Frost, a vile temptress of a GM. But what peril must the two friends face when they stumble across the Necronomicon and their fantasy game becomes a reality game? Find out in Dark Dungeons!

January 9, 2012

Dungeons & Dragons to take major leap of faith: asking the fans for help

Filed under: Gaming — Tags: , , — Nicholas @ 13:17

Although I started playing role playing games in high school, I was never all that fond of the original Dungeons & Dragons rule set. I tried several other rule sets, but ended up “rolling my own” based on a simple combat and magic ruleset from Steve Jackson Games Metagaming (The Fantasy Trip, based on the Melee and Wizard hex-and-counter minigames). I worked at one of the biggest gaming stores in Canada at the time, so I had lots of access to RPG resources. What mattered to me was the role-playing, not the ultra-fine distinctions between different kinds of pole-arms.

Wizards of the Coast, the current owners of the D&D franchise, are struggling to make the game relevant again:

True believers have lost faith. Factions squabble. The enemies are not only massed at the gates of the kingdom, but they have also broken through.

This may sound like the back story for an epic trilogy. Instead, it’s the situation faced by the makers of Dungeons & Dragons, the venerable fantasy role-playing game many consider to be the grandfather of the video game industry. Gamers bicker over Dungeons & Dragons rules. Some have left childhood pursuits behind. And others have spurned an old-fashioned, tabletop fantasy role-playing game for shiny electronic competitors like World of Warcraft and the Elder Scrolls.

But there might yet be hope for Dungeons & Dragons, known as D&D. On Monday, Wizards of the Coast, the Hasbro subsidiary that owns the game, announced that a new edition is under development, the first overhaul of the rules since the contentious fourth edition was released in 2008. And Dungeons & Dragons’ designers are also planning to undertake an exceedingly rare effort for the gaming industry over the next few months: asking hundreds of thousands of fans to tell them how exactly they should reboot the franchise.

February 23, 2011

If you like Munchkin and zombies, you’ll love Munchkin Zombies

Filed under: Gaming, Humour — Tags: — Nicholas @ 13:07

GeekDad on the latest offering from Steve Jackson Games in the Munchkin franchise:

What Is It? Unless you’ve been living under a pile of rotting flesh, you’ve probably played (or at least heard of) the merriment of Munchkin, a role-playing card game from Steve Jackson Games. This tasteless diversion has spawned dozens of sequels and expansions, including the latest sequel, Munchkin Zombies. Nearly all of the Munchkin games are illustrated by the Gerent of Geek, John Kovalic. The game will be hitting stores later this spring, in April, but read on to learn how you might score a copy earlier!

[. . .]

Is It Fun – Will I Like It? Munchkin is a wonderfully enjoyable game and Munchkin Zombies only improves on the concept because, well, it has zombies and the undead make everything better (excluding the ‘08 remake of Day of the Dead). If you’ve never played Munchkin, you owe it to yourself to try — for one simple reason. While the game is challenging, funny and a roaring good geeky time on its own, it also contains a screw-over-your-neighbor component that will have you plotting revenge … before you’ve even been wronged. We absolutely loved playing Munchkin Zombies and, if I may make a suggestion, staying in zombie character throughout the game enhances the fun exponentially.

If nothing convinces the makers of bad zombie movies that the genre is, uh, dead, then having a parody game like this on the market at least makes it possible to get your fill of zombies without going to the theatre.

August 26, 2010

Understanding why nerds tend to be fanatical gamers

Filed under: Gaming, Randomness — Tags: , — Nicholas @ 08:15

Robin Hanson attended his third GenCon and postulates a theory for why so many nerds are so dedicated to their gaming:

Since nerds are, in essence, folks with low natural social skills (relative to their other skills), you might think nerds would favor movies & TV over games, as movies don’t require one to be as social. And among games you might think they’d prefer games with less social interaction. But you’d be wrong on both counts.

[. . .]

Another explanation is that while nerds like to socialize, they are terrified of making social mistakes. This explains why they tend to avoid eye-contact — it is too easy to make the wrong eye contacts. Games let nerds interact socially, yet avoid mistakes via well-defined rules, and a social norm that all legal moves are “fair game.” Role-playing has less well-defined rules, but the norm there is that social mistakes are to be blamed on characters, not players.

An third explanation is hinted at by the fact that we use the word “game” to refer both to “fun/frivolous” and to “seriously selfishly strategic.” While social norms usually forbid overt strategic selfishness in social behavior, such strategic selfishness is allowed in games.

Tyler Cowan likes this explanation:

I endorse this explanation (I am not sure if Robin does) and I notice some testable predictions. If nerds are otherwise constrained and thus underconsuming social experiences, nerd-run games should be especially boisterous and enjoyable. Nerds should invest more resources to play these games than non-nerds will find explicable; to non-nerds the games will seem superfluous. Nerds should seek out games with intensely social elements. In my limited sample of experience (I don’t like these games myself, but every now and then they are played in my place of employment), I see these predictions being validated.

H/T to Tim Harford for the link to Marginal Revolution.

February 24, 2010

Roleplaying games, back-in-the-day

Filed under: Gaming, History, Personal — Tags: , , , — Nicholas @ 13:00

Jon, my former virtual landlord (and still host for my original blog archives), sent along a link to this article. Knowing Jon’s distaste for such things, he must have been grimacing when he clicked Send:

I was initiated into the mysteries of gaming via a grade school classmate’s copy of the Dungeons & Dragons Basic Set. A mysterious artifact, this red box contained a set of waxy, dull-edged dice and a couple of thin rulebooks. Designed to be played on its own or as an introduction to the complexities of Advanced Dungeons & Dragons, the Basic Set-or “Red Box” as it came to be known by gamers-became the key to an entire universe of adventure and magic. Little did I know at the time this would be the beginning of a lifelong love affair with gaming and fantasy in general.

With the news that D&D publishers Wizards of the Coast intends to release a new edition of the introductory rule set-in a red box no less-I thought it might be fun to ask a few writers about their own early experiences with the world’s best known fantasy role-playing game.

My first experience with the game was in high school, where a classmate found out that I was into wargames and wanted to “help me” by diverting me away from such evil warmongering stuff. His gaming methadone involved mass slaughter of beings and beasts in a “dungeon” he’d created. About a dozen of us were introduced to the game in the same session . . . let’s just say that it didn’t go terribly well. With no experienced players in the pack, we specialized in aggravating the Dungeon Master (the person running the game for us). After about an hour, the DM was deliberately killing us off as fast as he could.

I played several other role playing game systems after that, but never found one I was comfortable with. I ended up “rolling my own” by basing it on Metagaming’s Melee and Wizard games (both designs originally by the great Steve Jackson) for the combat and magic systems. I found this worked best for my occasional RPG sessions, as I hate-with-a-passion being in games with rules lawyers (the archetypical one has memorized all the rulebooks, tables, supplements, and so on). If I don’t explain why something is happening, they have to concentrate on what to do about it instead of getting into heated arguments about die roll modifiers and such.

In the early 1980’s, I ended up working at Mr. Gameway’s Ark in Toronto (which appears to be Google-proof . . . or doesn’t have more than occasional mentions in mailing list conversations), which was the largest independent game store in town. I got to read the rules of dozens of RPG systems, but perhaps I was spoiled for choice . . . I never did end up playing any.

Powered by WordPress