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Confessions of a Novice Gamer: Why I Game

I am, therefore, I game. Okay, that’s a bit dramatic, but gaming does factor into my sanity plan in a very real way.

First, I get to see some of my best friends every week or so for a few hours. As a stay at home mom, I don’t get a lot of adult time outside of improv and gaming. Gaming keeps me from going full hermit and wasting away on the couch, watching Designing Woman and eating a second bag of popcorn. Not that this is terrible way to spend your time, but it shouldn’t happen every night.

Gaming not only lets me work on my people skills, it lets me stretch my imagination and go bonkers! In our last campaign, we had an intervention, used marbles to Home Alone a witch, and gained inspiration by honoring the last wishes of the murder house children. You have to get creative to complete a campaign, and that kind of thinking helps keep my brain sharp now that I’m out of the formal working world.

Finally, gaming offers the unique opportunity to be creative for its own sake. My RPG sessions spark the creation of entire universes that will only ever be seen by the people in the room. The performance is for each other and for ourselves. There is something freeing about creating with friends without an outside eye on you. You can get weird and vulnerable, and that is so refreshing when everything about daily life is so scrutinized.

Without gaming I’d be a sweatpants wearing loner, writing werewolf/mob boss romance in a dimly lit, living room. With gaming I’m a sweatpants wearing social butterfly who is the werewolf/mob boss in a dimly lit dining room. See the difference?

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Confessions of a Novice Gamer: The Origin Story

My name is Stephanie and I am a novice gamer.

I debated in high school. I acted in school plays. I was senior class president but had about four close friends. Even with this astoundingly nerdy resume, no one was inviting me to their gaming table.

When the Pokémon card frenzy lit my elementary school on fire, I was on the front lines spending all the loose change I could scrounge on cards. I first noticed a problem when I went with my little brother to a local game shop to play with the other kids. They were all boys and they all just stared at me; but they asked my brother if he wanted to play. The cards were mine, but my brother got asked to play.

My desire to sit at the gaming table went dormant until I was watching the movie Airheads with my dad.

The movie pokes fun at Brendan Fraser’s geeky past by saying he played Dungeons & Dragons. I asked my dad what that was, and his response was, “It was this role playing game that nerds played. Some people thought it was satanic.” [Ed. note: For additional information on this claim, compare this article condemning fantasy role playing games as satanic, with this article on the adaptation of the seminal, comic-book Chick “Tract,” Dark Dungeons into a live action movie.] 

Dope.

From there TV shows like Freaks and Geeks and trips to the local comic book shop kept me peeking at manuals and wondering how you start playing. None of my four friends played, and if anyone at school was playing, they were keeping a lid on it.

It wasn’t until I got to college that I saw people actually playing and was “allowed” to watch. Do you know what’s boring? Watching other people play make believe while you eat greasy snacks and are ignored until you finally shuffle back to your dorm room. Needless to say, I was disappointed and left feeling like that little girl that just wanted to burn someone up with my holographic Charizard.

It took years for me to even think about playing a role playing  game (“RPG”) again. My first taste was the card game Marrying Mr. Darcy. While the cards push you along, the game encourages a bit of silliness to really enjoy the adventure through Austen’s world. Diving into the board and card game world helped me ease into the waters. Games like Betrayal at House on the Hill and Last Night on Earth helped hone my love for playing make ‘em ups.

Another couple years and I’m doing improv comedy and have met my first DnD party. I was pumped. My friend, the only one of us with experience playing, was ready to DM (be the “Dungeon Master”), and the rest of us were ready to start our first campaign. We bumbled through the first few sessions and built an adventure that lasted over two years and saw the demise of Strahd.

It took decades for me to find my people. But, for everyone, it seems like things are getting easier. There are meetup groups looking for new players. Shops offer informational sessions where you can learn how to build characters, the mechanics of each type of character, and how to roll and make sense of it all. The most important change I see is in the gaming community. It’s diversified, it’s more welcoming, and more open to everyone that wants to game.

This is how I finally became the gamer I always knew I was. I play DnD at least twice a month, I own more games than I could ever play, and I keep backing new roleplaying games (“RPGs”) on Kickstarter. Life is good.

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Arcs, Vectors, & Creative Control

We launched our first game! For a limited time, if you sign up to receive our Gainsage Newsletter (either through the link in the footer or on our Home page) you’ll get a coupon for a free digital copy. There are also additional free resources to support game play in our Gainsage Toy Chest. We’ll…

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Why Kids Need RPGs

As a man who is far closer to fifty than the ten-year old, who saw that first, fateful handful of six weirdly shaped dice requiring the numbers to be filled in with a Crayon would ever have imagined he would be, I can tell you, that kid needed roleplaying games (“RPGs”) in his life. Back in those days, it wasn’t as trendy to be a nerd as it is today. Celebrities didn’t boast of their nerd-cred. The closest thing we had to the Marvel cinematic universe was Lou Ferrigno painted green. We just had gotten our first taste of Doctor Jones fighting Nazis, and we were all still living with the shock of Darth Vader saying, “I am your father.” For chubby, ten-year old me the coolest thing that had happened to me before I entered my first graph paper dungeon was my buddy’s dad sneaking us all into watching Snake Plissken make his escape from New York. That was until I played Dungeons & Dragons (“D&D”).

D&D, as well as any RPG taught me more than 10-year old me would have ever guessed it could. RPGs improved my basic math skills. RPGs enhanced my vocabulary. I mean, words like portcullis, oubliette, and skullduggery were not in my personal lexicon before RPGs. Besides vocabulary, roleplaying games helped my basic math skills. While I am by no means a genius, RPGs took a C and D math student and transformed him into getting Bs and As. RPGs did something even cooler, and made a dyslexic kid want to read, even though it was hard. Not only did RPGs make me look to read as much sword and sorcery fiction and medieval history as I could get my hands on, but much headier material. I’m not sure how many fifth graders have read and could understand most of Sun Tzu’s The Art of War, but this kid did and could. RPGs made me want to write. Be they adventures, world content, and even stories — I wanted and did write them. Nowadays I occasionally get paid to do so.

RPGs taught me critical thinking and game theory, though I had no idea they were doing so. RPGs taught me about resource management. From Hit Points, Spell Slots, heck even making sure you have enough rations to make a long journey. Sure, it is cool to blast something with a fireball spell, but that’s a 3rd level spell and you only have so many, so why waste it when you have lesser spells that can get the job done? Save the fireball for when it truly counts and use magic missile, or better yet, just whack the goblin with your quarterstaff.

RPGs can teach you principles that aid you in real life. I mean, an equal division of treasure is learning to share (a lesson many an older gamer still needs to learn). They teach you to protect those less powerful than yourself. Give a helping hand when it is needed. Right wrongs where you can. The right words are most times more effective than violence. Listening and attention are powerful tools. Even small details matter. Commitment is a virtue. Tenacity in all things makes you valuable. The good guys don’t always win, but you can proudly look at yourself in the mirror afterwards knowing you did your best. Bullies eventually get what is coming to them. There is always more work to be done. Battles don’t make warriors. Honor is something that must be cherished. You are only as strong as your friends. You are only as good as your word. The easiest path is not always the right path. Stand your ground, even if you have to stand it alone. Cheating to win only cheats yourself. Knowledge is power. Everyone has a part to play.

RPGs taught me the value of communal practices. Most gamers happily share their source books, dice, and knowledge with others at their game table. They share meals, snacks and beverages. Long time game groups feel like holiday family gatherings (that you want to attend).

RPGs build friendships better than most things, because they give you a gathering of like-minded folks to interact with. A group of folks you share many of the same hobbies, interests and sense of humor with. Those interactions are usually measured in hours not instants. As a kid seeking peers and the approval of said peers, this is everything. It also kind of trains you as adults to appreciate this time. As we age, gamers don’t spend that much time with anyone else, save with their family or at their job place. Clearing out a goblin lair for four hours is most times a heck of lot more fun than being a keyboard monkey trapped in a cubicle, asking the repetitive “do you want fries with that?”, running a cash register, digging a foundation, riding on the back of trash truck, driving an Uber, painting a house, moving a family home, unloading a truck, running a forklift, preparing tax forms, reading or writing contracts, grooming dogs, or any other day job or career oriented work. We learn to covet that time. You most times don’t make lifelong friends cleaning bathrooms, reading electric meters, or drawing building plans. Attending your third cousin’s wedding or mowing your grandma’s lawn or going to three Thanksgiving dinners in the same day because you don’t want to slight any of your extended family is a far cry less fun than saving a town from a dragon attack. RPGs can give you that as a kid and as an adult.

The greatest things RPGs gave me was far from reading, writing, arithmetic, or even some of the lifelong friendships. It taught me how to communicate. Everything from reading social cues, conflict resolution, learning to work as a team, taking on leadership roles, public speaking, teaching others, even expressing my feelings. In short, RPGs have made me a better human.

RPGs are at worst, good fun and at best a place where you can find your truest self.

EricNovember 5, 2019

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Why Gainsage?

I love games. I learn from them. They help me connect with the world around me. In short, they make me a better person.

Each of us has memories associated with games, memories that don’t fade. Learning to play gin rummy or solitaire from a grandparent. It was in quiet times like this, when my grandparents were watching me as a child, that I learned about intergenerational relationships and roots. Playing hide and seek or tag (for us it was a tag variation we called run around the cellar door) with neighbors and cousins. As an awkward, uncoordinated kid, games like this helped me understand that mental skills were just as important as physical skills. The informal, unsupervised play gave us the opportunity to resolve disputes on our own and to establish systems for working together, even when we were working in opposition. Sports in high school often involved brutal and explosive confrontations, ending up with more than a couple of trips to the ER. But, it developed my persistence, it fostered my sense of cooperation, it taught me the value of preparation, and I learned how to move past failure.

Yet, the best games also stimulated my imagination by drawing me into a story. It might be as simple (and pedantic) as a board game like The Game of Life in which the objectives of the game are dressed in a fictitious—yet commonplace—adult experience. By making the fictitious, adult experience more removed from the everyday, like in Monopoly, players immerse themselves even more into the story of the game, actually feeling as if they own the properties. The more interactive the storytelling, the more immersive the experience becomes.

In the Fall of 1978, my parents gave me Dungeons & Dragons. I still play it today. And, while it may undermine my geek cred, I did not open the box and begin playing immediately, never putting it down over the last four decades. I was the first of my friends to get it and there was nobody that I knew who could teach it to me. I learned and my friends learned, and we taught each other. We persisted, because we were already immersed in Tolkien’s world of adventure and imagination and D&D was an opportunity to make those worlds our own. The stories drew us into the game. Then the richness of the game drew us into other stories, including stories of our own creation.

Similarly, when I first introduced my sons to the game, there was a learning curve that got in the way. I have three boys and they are each about five years apart in age. The game takes time—and preparation—and at the time, we were looking for multi-age activities because time between other scheduled activities was limited and we were all together. But, when the oldest was just old enough to play, his younger brothers were too young. When my middle son was old enough to start learning to play, I had begun presenting at pop culture conventions on legal issues around comics and games. Bringing him along introduced all of us to convention gaming and a world in which people volunteered their time to teach you games and in which people of all different backgrounds and ages came together to play and create a story.

It was at one of those conventions that I met Eric Thomas. He was the president of an indie game publisher at the time and had created a fantasy role-playing game that was relatively easy to learn and his writing and play style encouraged a campy, open approach that immediately welcomed all players. The game, and Eric, had a minor cult following in the area, and my kids—from ages sixteen to six—and I loved it. Ease of play and easy learning were things that opened up the world of gaming for our family.

Gainsage is our effort to bring that experience to folks outside of gaming conventions.

“We make and share games that engage participants with stories to help them get more from life.”

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We make and share games that engage participants with stories to help them get more from life.

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