Posts Tagged ‘Samantha’

It’s not skill, it’s paint

Monday, October 5th, 2009

The first time I tried to paint a miniature, I absolutely and totally botched it. The poor model (a Cryx Cephalyx Overlord) game out blotchy, spotted, and all together horrible looking. I thought that I had no talent, and pretty much swore off painting models, figuring that an otherwise decent artistic skill didn’t actually apply to things on a 24mm scale.

I came into work and complained to everyone about how hard it was, and how much I sucked.

Monday Night Painters to the rescue!

“What kind of paint did you use?”
“Uh…I dunno? It came in bottles? My friend loaned it to me.”
“Ah.”

The next Monday::
“The paint I used? It’s [very very very off brand]”
“That might be part of why it was so hard. You said a friend loaned it to you?”
“Yeah, it’d been sitting around in his garage for something like three years…”
“Ah.”

Apparently, this was my problem. Old paint, as it turns out, doesn’t work very well. Especially old paint, stored in the heat, that was an off brand to begin with. You can’t mix it, and it goes on all lump. With decent paint? I’m actually half decent at this model thing.

My color schemes are non-traditional. I’d rather paint my models bright green with orange highlights, or shades of turquoise, or Avril Lavigne pink and black with glitter. Sue me. I’d rather have something pretty to look at on the table. And pretty, in my book, means color.

My personal preference is the P3 paints from Privateer Press. They’ve got incredibly intense, bright color, which I adore. I like that they have wide mouthed pots as opposed to droppers. They dry out faster, but given that I like to paint straight from the bottle, it’s a lot easier to use.

Anyway. I don’t suck at painting, and thanks to the Monday Night Painters, I’m actually getting pretty decent at it.

Consider this a generic and long winded plug for beginning painters to come down on Mondays and get ideas!

Target Demographics

Monday, September 21st, 2009

I think I grew up with the wrong kind of people.

Most of my friends have these stories about how they were made fun of for being geeks. About how they were teased for bringing out their magic decks, or abused for carrying around their D&D books. About being outcasts for taking GATE or AP or IB classes, getting straight A’s and having a personal relationship with their favorite teachers.

Well, that never really happened to me. The kids I grew up with? We wore our geekdom like a medal. We ate lunch in the Biology room, even when they were dissecting fetal pigs and everything smelled like formaldehyde and intestines. We discussed the relative merits of an artifact-based deck versus a control deck (way back in ’99, before all these newfangled rules.) I drew a Toreador rose and a Malchavian mirror on my backpack (Masquerade, please. Not that Johnny-Come-Lately Requiem nonsense). And no one cared.

Maybe it’s that at my school, the theater dorks ruled. Very few people could tell you our football teams win/loss record, but I guarantee they’ll remember the Spring Musical. The class presidents and student government was made up of all honors students. So us nerds, dorks, and freaks had the deck stacked for us to begin with.

I think that’s part of what I like so much about my job. I spend all day working with people who not only won’t laugh at me for my obsessions, they might actually know what I mean when I talk about the Camarilla, or my love for Hypnotic Specters. This store attracts the people who aren’t afraid of their own geekyness, the people who realize that painting and playing with little men doesn’t make you less grown up, less smart, or less interesting. It’s like the best parts of high school, with better hair, fewer personal problems, and a salary!

Most of the time, my job is a job. It’s work like anything else. There’s lots of hard bits, lots of annoying bits, and, just like any job, lots of bits I don’t particularly enjoy. But every so often, I am simply amazed they pay me to do this. When I get into a long discussion about Planeswalkers, or when I get to look at pictures of someone’s steampunk costume, or when I wax poetic about the merits of Don’t Rest Your Head I have to stop for a second out of sheer wonder.

I admire geeks who aren’t afraid of being geeks. I respect and enjoy the company of people who not only embrace, but celebrate their dorkyness. So keep it up! You are, collectively and individually, pretty much awesome, and you make my job less job-like. And I promise, I won’t laugh at you if you quote Star Trek. I may even quote it right back.

~samantha

After a very long hiatus….

Wednesday, September 16th, 2009

After a long hiatus, I’m pleased to say the GK blog is back. More than back, we’ve expanded our social networking presence!

Find GK on Facebook, just search for Game Kastle

Or how ‘bout Twitter? We’re GameKastle (www.twitter.com/GameKastle)

So what’s been happening at the store? Lots.
We did inventory, which had us shut down for a day. On the upside, we don’t have to do it for another year!

Pokemon League is exploding. We finished up our summer Thursday league when school started again, but our Sunday league is regularly filling up all available space, and then some.

Actually, we’re fast filling up our available reservations in general. Almost every night of the week we’re packed. I’m trying to make sure I hold some space aside for drop in games, but you’re still better off if you give us a call or schedule the event in advance. It’s a rush to get to hang out at a store that rocks constantly. Keep comin’ in, you’re making my job fun.

Speaking of fun. We have about seven million different events, leagues, tournaments, and demos going on in the next few months. We now have an active Legend of the Five Rings community that grows weekly (and has some really kick ass players!). We’re running a demo for Arcane Legions, which swept everyone away at Origins. Not to mention our standard weekly stuff. Check out the calendar. Be amazed.

Three things worth highlighting
1. Our Halloween Game Sale.
We’ll be selling a bunch of board games for 30% off on Saturday, October 31st. We’ve got a bunch of great titles (no, I don’t know them yet, but Ray promised) that we’ll be discounting. Perfect time to get something new for your Halloween party.

2. The Flea Market!
Our third go at this, and they just keep getting bigger and bigger. This takes place on Saturday, November 3rd. We’re taking signups for sellers now. We’ll have tables both inside AND outside this year ($10 to sign up outdoors, $15 indoors). As always, shopping is free. Some come down and hang out, maybe pick up a new game/book/model/toy/thing. (My secret hope for the next go ‘round? Food vendors!)

3. The First Ever GK Painting Contest.
There’s a whole lot of detail to be found here I’m not going to rehash it.

But! Come! Enter a model! Show off your painting! Win! Brag!

Or if you’d rather not, show up Oct 24 (aka Judgment Day) and participate in our other painting-related events.

This concludes our re-introductory blog update. Expect more soon.

~samantha

Introducing Samantha- Whereas Being a “Gamer” is a Point of Pride

Monday, July 20th, 2009

They say that the majority of girl gamers are introduced to role playing through White Wolf’s Vampire. For me, it was 2nd edition Masquerade. The pathos! The juxtaposition of an evil nature and a good personality! The exquisite, elegant, story lines! The black velvet!

My friends turned me on to role playing when I was in high school, and for a while I was playing fairly regularly. But I wasn’t a gamer. I was just someone who played role playing games. They aren’t the same thing.

I blame 1920’s Call of Cthulhu for turning me from “someone who plays games” into “gamer.” It was the first game I played with people that cared more about the story they were telling than about power gaming their build. I’d always done improve theater, but I’d never realized how much I adored the effort of collaborative story telling. But with this group, I was able to design a complex character with her own quirks and personality twists. They say you never forget your first character. She was 34. She had turned her parents home into a boarding house to support herself after her husband left her for a telephone switchboard operator and run off to Sacramento. She developed a pathological fear of children due to her inability to have them. And, of course, she inevitably went insane when faced with the eldritch horrors that peopled her world.

That game hit the switch. It flipped me into the world of the gamer. I stayed with that until I moved, and when I got to San Jose, one of the first things I did was locate a group. With them, I tried White Wolf games for the first time since I discovered Vampire. Then I took the plunge and offered to GM. My first Scion campaign ran for nearly a year. Turns out, I’m a GM at heart.

Now, I GM at least one game a week, and play in at least one more. I have an opinion on the pros and cons of a variety of systems, and can discuss them intelligently. I have a bookshelf full of RPGs, and a want list that would fill another.

I’m a sucker for the highly narrative games, that are built around telling a story rather than completing a goal. I adore new World of Darkness as a system, and most of their re-vamped games (except Requiem. Don’t get me started.) Independent RPGs, especially ones with unique premises, make me happy.

And, as if that wasn’t enough, I just got a tattoo based on role playing game book art.

I think that means I’m a gamer.

Storytelling Games that Aren’t RPGs

Tuesday, June 30th, 2009

Even those of us who are very into role playing sometimes want a break from heavy-duty character development, plot and storyline. Sometimes, it’s more fun to just sit back and spin a good story, with the help of others around the table.

And there are games for that!

The following are games specifically designed around collaborative story telling, without being role playing games. Think of them as party games for English majors and writers.

The Extraordinary Adventures of Baron Munchausen-
Let me tell you the story of how I came to marry the second son of the Shaw of Persia, while breeding my own line of three-horned goats. This was back many years ago, when the world was in turmoil and not at all the same place it is now. I had traveled to Persia on a dare from my third cousin Enid (who you’ll recall, in later life, discovered a rare type of jungle pear that can be refined into a most exquisite liquor)…

A refined game for noble men and women who share their experience with utter truth. The story is begun by one individual, who tells it for as long as he can. Then, either another play jumps in with a question designed to flummox or confuse the teller (But surely you must be mistake, I know for a fact three horned goats were created by the Duchess Gibardi of Rome, Italy), or the teller’s invention runs out.

If the teller can successfully field the question, he continues with his narration. If he can’t, or if he can’t think of anything else to say he pays a forfeit, and the story is taken up by the new teller.

A large part of the fun of this game is in the language of the book itself. It’s exceedingly well written, with many details that add to the flavor and help the storytellers elaborate on largely meaningless topics.

It’s written in book format, and looks like a small-sized RPG, but don’t let that fool you. There’s no characters, no character creation. It’s all about telling stories, fooling your friends and lying outrageously.

It’s also got a few alternate sets of rules. It can be a drinking game! Or, you can adapt it for young audiences!

Mad Scientist University
The group takes on the role of a student at a University for Scientists with Alternative Ethics (don’t call them mad!). One player per round is the TA, judging the submissions of the various scientists. The TA draws a card for that round’s “mission.” (Interupt over-seas communication! Create mind control! Take over the world!)

Players are then each given one item card, that will be the tool most instrumental in their evil plot. The cards vary from useful to absurd (A million miles of copper wire! Squirels! Wind turbines! Pink lawn flamingos!).

Then it’s show time. Each scientist describes, in detail, to the TA how their item will be used to achieve the round’s goal. The TA decides whose plot has the most nefarious potential.

The plots can be as elaborate or a simplistic as the players want, and the stories can be brief or verbose. All that matters is getting the job done, using your item, and entertaining the TA.

…after all, students who don’t make the TA happy may not live to graduation.

Penny For My Thoughts
Our goal at the Institute to provide treatment for conditions that traditional medicine has deemed incurable. In the case of acute global amnesia, we have come to rely on Mnemosyne, an experimental drug that allows those who take it to access one another’s unconscious memories. In the wake of this startling breakthrough, we have developed a therapy manual that guides you through the steps of the procedure.

Players take on the role of victims of broad-scale amnesia, going through treatment with a group of other patients. Everyone writes a series of “memory triggers” on slips of paper, that are placed in a bowl in the center of the table. These triggers are tangible things or sensations (an old copper ring, the smell of asphault in the rain, steam from an oven on my face, the pain of scraped knees).

One patient begins to tell the story of her life, or an important episode in it. However, given their condition, the patient must inevitably run into a period he or she does not recall. At that point, it is up to the other patients to help with the memory. Another person draws a memory trigger, and then reminds the first patient of what he had forgotten. In this manner, filling in the blanks in one another’s memories, everyone is able to recall their forgotten lives and pasts.

As with Munchausen, this game depends a great deal on the flavor of the book. It’s written as a procedural manual for therapy at the Orpheus Institute, for group therapy with experimental drugs. The game mechanics are surprisingly simple, and lead to a deep, often very dark story, told by everyone at the table.

10 Minute Card Games

Thursday, June 11th, 2009

Long, strategic games are great, but sometimes you just want to sit down and play. The following games can be learned in just a few minutes, and a basic game takes from 10 to 30 minutes.

Great Dalmuti- 4-6, very family friendly. A trick taking game, where the goal is to be the first person to get rid of all your cards. You must play the same number of cards with a lower value than the person before you (so, say I play 4 8’s. You have to play 4 of any card lower than 8.) The first person to get rid of all their cards wins the round, and the title of “Dalmuti.” The trick is that the order you go out determines your position for the next round. The people at the highest places (the 2 who went out first) get a “tax” of low-value cards from the 2 people in the lowest positions. The people sitting in the middle of the table have the option to trade cards between each other. Don’t worry, though, everyone has a chance to win, and ranking changes each round.

Fluxx- 2 – a lot, very family friendly. Fluxx has 2 basic rules—you draw a card, then you play a card. You win by getting the correct “keeper” (object) cards in play in front of you. But…the goal can change at a moments notice, along with every other rule in the game. Draw five cards, play three? Draw one card, play your entire hand? Have two of the three keepers you need? Be careful, someone will play a different goal! Learn and play in 5 minutes, Fluxx either has a great deal of strategy or none. You decide. (There’s also Zombie Fluxx and Monty Python Fluxx!!)

Chrononauts2-4 players, reasonably family friendly. Time travel at it’s best. Set up the time line, then travel back and make changes such that your future comes out on top. Players build a historic timeline, card by card, then everyone scrambles to change events to suit themselves. Each ‘event’ card (Kennedy Assassination, World War III) can be flipped such that the event happens or doesn’t happen. Flipping cards causes ripples forward and backward through the timeline, flipping other cards. The winner is the person who successfully creates his or her goal timeline. Are you the giant cockroach? Make sure humans destroy themselves with nuclear war. Are you time traveling Abraham Lincoln? Avoid your own assassination! This one has a little bit of a learning curve, but is lots of fun once you’ve gotten the hang of it. Also comes in Early America version!

Let’s Kill 3-6 players, not family friendly. Ever wanted to be a serial killer? This game lets you earn points for killing different targets in interesting and exciting ways. Draw weapon cards that allow you to kill 1 or more targets. Pick targets based on their points (the president is worth more than, say, the Mc Donald’s employee.) But be careful, other players can put “surprises” on your targets. Did you just kill Santa Claus? Oh well, no points for you, since everyone knows Santa doesn’t exist. Very quick to learn, and very macabre, but slightly limited re-play value. A lot of the fun depends on clever card text.

–Samantha