I have, as long as I can remember, always liked games. Seriously, as far back as I can remember. Like, when I was less than five, my cousin, who was three years older than me, and I walked three miles from my great-grandmother's house to her (mostly unused) house to get Mouse Trap ("You roll your dice, you move your mice; nobody gets hurt."), because that's what we wanted to play. I'm not sure anyone knew where we went, and I'm not sure anyone knew we were gone. But, you know, it was the East Texas countryside, and we were rarely where anyone knew where we were most of any given day.
As it turned out, though, when we got there, we discovered that about half of the pieces to the trap were missing and all of the cheese. So, yeah, we got to walk back empty-handed.
At any rate, well before the age of ten, I began having... issues... finding anyone willing to play anything with me. Except, maybe, Battle. Or War. Or whatever you call it. You know, the card game where you just flip over the top card and the player with the high card wins. That one was pure chance, so I could still get people to play that one with me. Then I discovered Risk.
I was in middle school. I'm not really sure how I got introduced to the game, though it may have been at school or, maybe, it was just a present or something I got for a birthday. At any rate, Risk became the game that people were willing to play with me. My brother and my friends and his friends and such. The reason? They could team up against me. Seriously.
Of course, it didn't just start out that way, but it didn't take long for them to realize that that is what it would take for them to have a chance to beat me, and it became the way every game started. Every game. It was just accepted that everyone started out with the goal of beating me and they would worry about each other later. Actually, it was not uncommon for them to just quit playing once they'd defeated me.
I lost a lot of games that way. BUT I still won games, too. Probably something like 1/3 of them. Sometimes, it was upsetting, the whole thing with having everyone always set against me. It's tough when you're 12 to deal with the fact that everyone wants to see you lose. Actually, it's difficult to deal with that at any age, but middle school is already the worst, and always having everyone team up against me made it the worst of the worst.
And it didn't stop there. I started getting into other strategy games in high school and carried that on into college and, pretty much, that became the routine I had to deal with in any group game. Everyone's goal was always to take me out as quickly as possible. The catch was, and I had known this since middle school, if I wanted to play, I just had to deal with it. And I wanted to play.
And that's the way a lot of things in life are. Not the having everyone team up against you but the balancing of the potential of having your feelings hurt against doing the thing you want to do. That's especially true in writing. You have to know going in that you're going to get your feelings hurt at some point. The question is, "Is it worth the Risk to get to do that thing you want to do?" (Look, another version of Risk!)
So I'm going to focus on the writing part since that's what I do, but you can apply this to, well, anything.
When you set out to be a writer, a published one, you really need to go into it with the mindset of having everyone teamed up against you, everyone wanting to see you lose. Which is not to say that everyone actually wants to see you lose, but everyone is playing their own game, and they are all trying to win, so it's not like anyone is on your side, not in any real sense. You're not part of a team like the guys who always teamed up to make sure that I didn't win. You are on your own.
And, then, there are the reviews. Mostly, it's the lack of reviews, but it's also the negative reviews, and you have to go into it knowing that that's going to happen, so you have to go into it willing to put your feelings aside in exchange for getting to do the thing you want to do: writing. You have to put your feelings at Risk.
(Look! Another version of Risk!)
There was one time in college where we were playing a game of Risk down in the lobby of the dorm, five or six of us. One of the guys was really exhorting everyone to go after me. He started in on it as soon as we were setting up. It's not like anyone needed that much convincing, but he just wouldn't stop going on about it, so I decided I would make sure that he, at least, went out before me and started working on his armies. As I got pushed back, I pushed into his territory and slowly took him out of the game. The more he started to lose, the louder he got about everyone taking me out of the game, right up until I broke his last major stronghold, at which point he flipped out, flipped the board up into the air, thew the table over, and stormed out of the room. Unfortunately, it's not uncommon for authors to act the same way over a bad review.
(And look again, another version of Risk!)
When you act like that, no one will want to play with you anymore. I have to tell you, it pissed me off, because it was my Risk board that he sent flying all over the room, and it took hours to find all of the little army counters. Oh, no, wait a minute, I didn't find all of the army tokens. I never asked him to join a game again and, guess what, no else ever asked him to play any other game with us again. Ever. All it took was that one moment of poor sportsmanship and no one wanted to Risk another explosion on his part.
You make your choices going in, but you have to be willing to take the consequences. You put your feelings aside in order to get to play the game or you explode to find that no one wants to play with you. Or work with you. Or be around you. Or all they want to do is push the big giant button you've shown yourself to have and they spend their time provoking you just because it's fun.
Personally, I wan to play the game, and I've had, I suppose, pretty good training in dealing with situations where I have to fight the odds to win. Of course, when you do win, it makes victory so much better.
By the way, I still love Risk. I don't get to play it very often, but I love the game.
The multiple versions could be a giveaway, I don't know. This isn't even all the versions I own; these were just the ones conveniently accessed. Right now, my kids are lobbying for this one:
Maybe Christmas...
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label Risk. Show all posts
Showing posts with label Risk. Show all posts
Monday, June 2, 2014
Wednesday, January 30, 2013
How To Win at Magic: Part 1: The Harry Potter Effect
Back in 1993 a game came out that sort of changed everything about gaming. That game was called Magic.
There were really only two types of gaming back around 1990: RPG (role-playing (like D&D (get your minds out of the gutter))) and tabletopping (like Warhammer). That had been the status quo for a decade or so at that point. [Being a "gamer" meant something completely different back in 1990 than it does today (a good example of how terms change meaning), because video games had not yet had the explosion that MMOs such as Everquest and WoW would bring them.] To make this clear, prior to the release of Magic, my gamer buddies and I met several times a week to play many different games.
There was a night for D&D. There was another night for some other kind of role playing game which varied based on who was GMing and whatever game they wanted to be running. Other nights would be for Warhammer Fantasy Battle, the tabletop game we played. At least two nights of that a week in various formats. Sometimes, there were even board games like Risk and, every once in a while, poker. So, yeah, I was a pretty serious "gamer."
Mostly, the guys I gamed with had actual, real social skills. Many of the guys on the fringe, the guys we didn't play with on a regular basis, did not have social skills. As an example, on of those guys was called "Boogie" and that name had nothing to do with dancing. This was not a name that he was called behind his back. It was what he was known as, how he referred to himself, and he was in full knowledge of where the nickname came from, and he was fine with that. I only tell you that to confirm that some of those stereotypical views of "gamers" had a strong basis in reality.
Like I said, though, the guys I gamed with were mostly not like that, although they had all gone to the same high school as me, which meant that there was some amount of nerd in each of them just for the sake of the fact that you had to be smart to get into the school.
Mostly, we met at a particular friend's house, because, of all of us, he was the only one that was married and had a house. And a kid. This was probably the reason that only the socially adept were in our group, because, below a certain aptitude at communication and social graces, my friend's wife would not allow the person over to the house. Boogie was one of those people. He was allowed over one time to participate in a tabletop event, and my friend's wife very firmly let it be known after he had left that Boogie was not to come over again. We had another guy in the group that was only barely able to be there. The wife was always on the verge of kicking him out, because he had no control over his mouth.
There were some nights when we'd meet at the comic shop when those that were more like Boogie were allowed to be involved in whatever it was we were doing.
All of that is kind of beside the point, though. Mostly, it's just to show you how things were. We gamed. We played a lot of different games. We tried out new games. There were all kinds of things going on that we did, and we had different nights for the different things, so you could kind of pick and choose what nights you wanted to be involved. It was a lot of fun. Yes, I do miss those days.
Then came the fall of '93. One of the guys in our group took a trip out here to CA and brought Magic back with him because it hadn't yet made it to Louisiana. It changed everything. We were all, and I do mean all of us, fascinated by the game, and we all undertook it to get cards and put in a big group order through the mail to a CA retailer to get some. Seriously, it was well into '94 before the cards became available enough for any of the local stores to be able to stock the cards. Magic had the same effect on out little gaming world as Harry Potter had on the book world.
After Magic, everything was Magic. That's all we did. Often, we got together four or five nights a week to play. Once the local retailers were finally able to start stocking the cards (summer of '94 with the release of the Legends expansion), tournaments started happening, and everything became focused on that. Often, our evenings of playing were really only to refine our decks for the weekly tournament. [I was the top ranked player in north LA through '94 while we were tracking player stats. After that, Wizards of the Coast came up with their own ranking system, and we quit tracking it. It was a lot of hassle, and we had a lot of players in and out of the store by that point. (We were the biggest tournament location in north LA, so people would come from hours away to play every week.)] It was more than two years before we started filtering back into doing things that weren't Magic.
Harry Potter had pretty much the same impact on books and, well, kind of, everything. Harry Potter changed the landscape of popular culture and reading and movies and... like I said, everything. It was a, ready for it?, game changer.
The interesting thing to me about both of these phenomena is that neither creator created with the intention of "taking over the world." They made an excellent product, and it, the taking over the world, just happened. In fact, Richard Garfield, the creator of Magic, wasn't even trying to make/sell Magic. He had this other game, RoboRally, that he was trying to sell to WotC, but the guy at WotC told him what they really wanted was something portable. Garfield decided on a card game.
So... the first way to win at Magic: have a good idea and make it into the best product you can.
Here are some of my favorite cards from the Beta edition of Magic:
It's a great card, but it also went well with my whole elf thing from Warhammer (in which I played wood elves). No, I'm not going to explain how those things go together.
Not incredibly powerful but nice art and, again, elf.
The first Mox I ever pulled from a pack. The pack of cards cost $2.49; the Mox Emerald is currently worth over $500.00. I own this.
The most expensive card in Magic at up to $2000.00. Yes, I own this, too.
One of the best pieces of art from the initial series of cards.
Labels:
Black Lotus,
elves,
Everquest,
Harry Potter,
Legends,
Magic,
magic: the gathering,
Mox Emerald,
Richard Garfield,
Risk,
role playing,
RPG,
Serra Angel,
tabletop,
Warhammer,
Wizards of the Coast,
Wood Elf
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