08 May 2015

bandwagon jumping: thoughts on cards against humanity

Given the sheer number of shares I’ve seen relating to this, I’ve decided to break my writing drought chipping in my two cents about “Cards Against Humanity.” And at the same time boost for a game I feel is far superior, that doesn’t get enough love as far as I’m concerned. You may direct criticisms of my rantings to me in person through the creative application of pies and/or homemade soup. 

my favorite is Italian Wedding, btw

I first discovered Cards Against Humanity at ConnectiCon 2012, when I was drawn into a game with some friends and fellow geeks. We took over the Starbucks inside the convention hotle for about two hours, during which time I laughed at a lot of the cards, and began making up a fantasy list of my own, in the event I ever managed to score a set. Three years later, have a massive custom set of cards chock full of weird in-jokes (Baron von Schaftenrectum, The Floating Head of Henry Rollins), references to “It’s Always Sunny in Philadelphia” (Getting Blasted In The Ass, Pretending to Have Cancer So A Girl Will Have Sex With You), political topics (Things Conservatives Want to Eliminate From the National Budget), and other, more strange collections of words, all run off at my local Staples and shared with anyone who requested a copy. 

09 April 2015

throwback thursday - elegia eternum

Kit here, doing a retro gaming post for once.

In the spirit of Throwback Thursday, and retro gaming, I want to talk about a game that has been with me since (roughly) 2002-2003 when I first discovered it.

It was a module for Neverwinter Nights, created by Stefan "Twoflower" Gagne, called Elegia Eternum. This is its official description:

It started out as such a simple quest... there you were, a bold adventurer, seeking a magic staff. There was an inn on the edge of nowhere, with a group of friendly locals willing to help... and then matters got more and more complicated, more horrific. A maze of sorrow and despair unfolded before your very eyes, enveloping all... a maze that sang a song of lamentation for those who have passed away. An elegy. 
(You can see more information, and get the module if you have Neverwinter Nights, here.)

Elegia Eternum used the tileset from Neverwinter Nights to turn a high fantasy setting into a setting of psychological horror; investigating the causes of the sorrow and despair around you, and making decisions that carried emotional weight. The music also stands out: I remember an incident playing it once where I had to go away from my keyboard, and the person I was playing it with (there is local co-op play available) had to listen to soft wails for minutes on end, alone there in the dark, embers flying amidst broken wooden boards and despair reaching out to pull them under.

While Elegia is a short module - I've gone through it in an hour and a half - it does have a sequel called Excrucio Eternum, which delves heavily into more of the psychological side of horror and examines fears like isolation, speech (and not being able to be coherent), sexual violations and objectification, and the fear of death. Excrucio also examines the possibilities of change;  the player character can overcome their own past and their own horrors, and become a healer instead of a destroyer. I used to play these games to help me face and battle my own fears and insecurities, and to help people understand a bit about trauma: this was before interactive games like Depression Quest or dys4ia appeared, and so it was the best tool I had at the time. Fantasy is good like that: in fantastical tales, we realize that even though there might be dragons, we can defend and do battle against them, or come to understand their pain.

These modules - games in their own right - heavily influenced our game of Die Nachtblume, and will particularly influence Chapter 2. It also influenced Crossroads, which is a Twine game you can play at my own personal site (donations encouraged).

If you have time, go and get Neverwinter Nights if only to play these modules for it.

And face your own fears.

26 March 2015

Throwback Thursday x2: Final Fantasy IX, The Place I Will (Re)Visit Someday

Given the general trend of today’s games emphasizing style and image over substance, it’s not exactly surprising that a lot of “old” gamers have found themselves going back to some of the gems of yesteryear. Some have even just plain forgotten that there was once a time when games had powerful stories, imagery and emotional depth that set them apart from flashier fare. Unfortunately, as graphics processors increased in complexity and character models became more intricate, games started moving away from their old standards and embracing newer fare.
Take a journey back to the dawn of the 21st century, to the end of the road for the Sony PlayStation, and there you will a find a game that might have been one of the last to truly mix a compelling story, relate-able and interesting characters, and just enough image to make it a true representation for what gaming could accomplish. Now, a full decade after its release, the game can still stand up against the best of what the modern generation has to offer, with excellent replay value and a lighthearted experience.
And did I mention, it was released by Square?

19 March 2015

throwback thursday: wayward ramblings about 90s gaming

Since MAGfest I’ve been on a huge nostalgia kick, thanks in part to long conversations with Aaron Clark on retro game collecting, and the sight of some lovely Dreamcast titles in their Dealers Room. That trip (and the resulting scouring of eBay for a copy of Grandia II) was only the tip of a very large, very deep iceberg, which has managed over the past few weeks to spread from video games to card games to tabletop RPGs, back to video games, and about a dozen currently-open eBay windows offering me chances to buy replacement copies of Devil May Cry, boxes of cards for Middle Earth: the Wizards, and a few options for Dungeons and Dragons books I didn’t buy because screw 4th Edition. 

This is my madness, my white whale. This is why I wake up late, stare at my computer for hours on end, and find myself thinking back to a far easier time, before stripping my game collection was necessary to pay my bills, and hoarding boxes of CCG cards wasn’t that big a deal for me. I sit here, in March of 2015, reliving my past quite vividly as I tear apart my closet hoping that some long-forgotten relics of my past are still there, and regret letting go of so many objects that defined who I was as the 20th century wound down to a close. 

12 March 2015

throwback thursday: a forgotten relic from the cog boom

Lately, life for me has been one big trip, both literally and metaphorically. Between the steady stream of weekend events, I’ve spent more time on the road than at home. But that only gets compounded by the nostalgia trips I’ve been taking, ever since I uncovered a stack of old InQuest magazines from the 90s. 

For those who’ve never had the chance to read that now-defunct publication, it was put out by Wizard Press, the same guys who did (do?) the comics price guide Wizard, and was a companion to the also dead ToyFare. Occupying a sort of middle ground between the other two magazines, InQuest was billed as the “Guide to Collectible Card Games,” which at its peak in the 90s, meant a steady stream of coverage dedicated to Magic the Gathering, and whatever other flavors of the months were on gamers’ minds. It blended a wonderful mix of news and often sarcastic/tongue-in-cheek humor revolving around the tabletop gaming hobby that was booming during those last years of the 20th century. Exposing/ridiculing stereotypes and the weird devotion that generation’s gamers had for their obsession was par for the course in the average issue, often spread out across the ever-present “Letters” page, continuing through deck building strategies, and even filtering into the massive price/card guides that took up the last third of each issue.