Big Book of Family Games: 101 Original Family Group Games that Don’t Need Charging by Brad Berger

Big Book of Family Games: 101 Original Family Group Games that Don’t Need Charging by Brad Berger

The title, Big Book of Family Games: 101 Original Family Group Games that Don’t Need Charging, pretty much says it all.

The games are divided into different categories: predictions, discovery, creativity, performance, deception, strategy, speed, memory, puzzle solving, and athletic. So, you can pick the game that the group is feeling like playing or is appropriate for your work, classroom, etc.

Others have gone on about the disconnected scourge of modern living, especially since the advent of this pesky virus. These games build bridges and help players get to know each other and themselves, if he or she is really honest about it.

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“What you have in your possession is a book of games that accomplishes three of my main goals when bringing people together: disconnection from technology… convenience… adaptability.” pg 6, ebook.

I’d like to add – this book of games only works if others are really into it. Otherwise, you just ask the question, which is most of these games, and get met with a blank stare.

I think one of the next challenges facing society after the pandemic will be reestablishing social conventions. Or perhaps we will all be forever changed. Here’s hoping it’s for the better.

Thanks for reading!

The Burning Wheel by Luke Crane

The Burning Wheel by Luke Crane

I’ve been reading the rule books of different roleplaying games this year like Nobilis and now The Burning Wheel in order to alleviate boredom and socialize with friends while playing the various games online. While doing so, I have come to appreciate the artistry and finesse that goes into creating the games.

This effort is most easily seen in the rulebooks.

The Burning Wheel rulebook is gorgeous. The artwork and binding are lovely. This is a book that feels like it belongs in your hands when you open it.

I realize that the world is moving more digital all the time, books included, and that makes sense. It saves resources, space, and what could be more convenient than having your entire library with you when you travel?

But I think I would miss the experience of holding a physical book and the sensations that go along with that. I watched a YouTube video review of this game that suggested part of the familiarity of the feel of this book might be related to the fact that it was created in the shape and size of a family Bible.

Whatever the draw is, if you’re going to play this game, I highly recommend buying a physical copy of the book.

That being said, the game itself is incredibly complex. No matter what you want to do in Burning Wheel, it requires some sort of roll. The most annoying aspect of this complexity is in the “resource” portion of the game. I failed a roll a few weeks ago and now my financially-challenged elf bard has to find a job.

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Do I really want to play a game to roleplay something like that? I could just live life as it is right now to worry about resources.

The organization of the rulebook also leaves something to be desired. For example, bard songs and their details are located in a couple different places.

So, say you’re playing along, then you want to know what sort of dice you have to roll to sing a song to the trees. In order to find that information, you’ve got to look all over the place. It doesn’t work well at all.

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Even the character creation is an unwieldy process. It took two very experienced gamers and I, who admittedly has less experience but plenty of enthusiasm, nearly four hours to put together two characters. Four hours!

Despite its complex and difficult nature, I think experienced gamers who are willing to greatly simplify the rules might still enjoy playing this game. Newbies to RPGs may want to try something else.

The Ultimate RPG Character Backstory Guide: Prompts and Activities to Create the Most Interesting Story for Your Character by James D’Amato

The Ultimate RPG Character Backstory Guide: Prompts and Activities to Create the Most Interesting Story for Your Character by James D’Amato

The Ultimate RPG Character Backstory Guide is an excellent resource for anyone who is looking to create or improve their role-playing character back stories.

James D’Amato utilizes his training in impromptu theater to craft questions that guide readers through story creation. Some of the prompts are funny, most are entertaining, and all touch on essential elements of a character.

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The book is divided into character levels, so there’s something for beginners to the more advanced gamer.

Role playing games are fun because of the interaction between players and their characters. By taking the time to create a detailed backstory, you’re giving the gift of hours of entertainment for both yourself and your gaming buddies.

Highly recommended.

Reamde by Neal Stephenson

Reamde by Neal Stephenson

A former drug smuggler turned (mostly) straight-laced business man owns a multi-million dollar computer game, a refugee from Eritrea, a Hungarian computer hacker, a computer engineer, a further cast of international characters and the Russian mob all feature largely in Reamde. It is a science fiction novel by Neal Stephenson, but more than that.

This book will teach you about how flight paths are planned, how to properly check the safety on a firearm, and how the best laid plans of mice and men oft go astray.

“Thanks for coming all the way out from Vancouver,” Peter said. They had not introduced themselves, or shaken hands, just sized each other up and confirmed with nods that they were who they were.” pg 108, ebook.

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Stephenson gives almost every character a full-fleshed out backstory and motivations. Sometimes he allows you into their mind to experience each nagging insecurity or existential crisis they may have.

He’s big into writing about body language, setting, and giving readers context on cultures or situations that she may not understand.

For example, the addictive quality of gaming for the non-gaming crowd: “She’d been awake for twenty-four hours. There was something deeply wrong about the situation, and the only thing that had kept her from simply running out the door of the building and flagging down the first car she saw and asking them to call 911 was the addictive quality of the game itself, her own ability to pull herself out of the make-believe narrative that she and Wallace had found themselves in.” pg 150, ebook.

Or making plans. Stephenson also enjoys writing about his characters concocting plans: “It is a classic Dilbert situation where the technical objectives are being set by management who are technically clueless and driven by these, I don’t know, inscrutable motives.” “Then we just need to scrutinize them harder. Do what those guys in the high-tech companies do.” “Which is what?” “Set expectations. Look busy. File progress reports.” pg 198, ebook.

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And it is a long read. My ebook clocked in around 1420 pages. So, definitely not for the impatient reader. I found myself wanting more to happen and less agonizing by the characters.

That being said, if you invest the time in it, the last dozen or so chapters of Reamde are incredibly satisfying. You know the characters, you’ve been with them through all sorts of insane situations, and when Stephenson starts bringing them all together in the most unlikely and unexpected ways… it is very good.

But you have to make it that far first.

I’m not explaining this book and its attributes very well, but it may be one of those books you just have to experience for yourself. I picked it up on the recommendation of a friend and was not disappointed.

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But I don’t think I’m going to immediately go running for the next Stephenson epic. Or maybe I will…

If you’re into epic-length science fiction, you may want to check out The Abominable by Dan Simmons

Thanks for reading!

Level Up Your Life: How to Unlock Adventure and Happiness by Becoming the Hero of Your Own Story by Steve Kamb

Level Up Your Life: How to Unlock Adventure and Happiness by Becoming the Hero of Your Own Story by Steve Kamb
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Steve Kamb, the creator of nerdfitness.com, offers behavioral games and community support to assist readers in becoming their best self. It’s the self help genre meets gamification.

Steve was addicted to video games, miserable at his job and disappointed with life. “I still love those games and movies and enjoy the entertainment they provide. They’re a part of who I am as a person. The problem was that they had become a way to avoid the unhappiness in my real life while also allowing me to continue doing nothing about it.” pg xi

The game that had him hopelessly hooked was EverQuest. “What had begun as a fun way to blow off some steam after school or work quickly became an addiction.” pg 5.

So, Steve took what he loved best about the game- the levels, the endless quests, the secrets- and created an online community in which the members support each other to become the best whatever-it-is you want to be through just those things.

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Essentially, Steve takes the hero’s journey, as described by Joseph Campbell, and crafts a way to implement that into your life through your own preferences. “Life is meant to be lived on your own terms.” pg 23

I picked this up because I recently read a behavioral game book and I wanted to see what the theory would look like in action. Steve has done a solid job making his game completely customizable.

He provides examples between the chapters of people who have used his game to “level up” their lives. The results are impressive.

“The truth is that most people fear change. They, themselves, might want to change but don’t want to put forth the effort and energy to make it happen.”pg 57.

With Level Up Your Life, Steve gives readers the tools to make their lives into a game of their choosing. Recommended for gamers and the young at heart.

Thanks for reading!

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms by Ethan Gilsdorf

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms  by Ethan Gilsdorf
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Ethan Gilsdorf carried angst about his gaming habits for various reasons for years. This book could have been a healing for him, but he doesn’t seem to take that leap.

It made me sad. Yes, perhaps the start of his DnD experience coincided with his mother’s illness, but I think that was not the only reason why he entered the world of fantasy.

Some people are born wanting to see worlds beyond this one. Why that is, I don’t know. I just know that it is so. Ethan suggests, in Fantasy Freaks and Gaming Geeks, that it takes trauma to send a person in that direction, I disagree. I think some of us were born that way. 🙂

The content of the book is excellent. He travels from the UK to New Zealand and everywhere inbetween to find people who are engaging in LARPS, SCA, Tolkien, gamer conventions, Worlds of Warcraft, EverQuest, and more.

I loved his interviews with the man/woman on the street. He’d ask why they were doing whatever it was they were doing and they’d answer with conviction. There’s something very satisfying in reading personal statements by passionate people.

The enthusiasm nearly drips from the pages. I loved that.

I was hoping that Ethan would learn from all of these people who absolutely loved what they were doing with no regrets. But, he seemed to go to his default mode of judging and self-pity rather than expansion.

Ethan made some steps towards self realization at the end of the book, but I wish he had gone further.

If you enjoy this book or topic, may I suggest Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. It’s a non-fiction read about Dungeons and Dragons. It lacks the comprehensive nature of Fantasy Freaks and Gaming Geeks, but David Ewalt carries none of the emotional baggage of Ethan Gilsdorf so it feels more light-hearted.

Thanks for reading!