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What Games Are
In December of 1998, I received an e-mail from a gentleman
named Steven Seitz. Here's what he had to say:
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"It is my opinion that too many game advocates spend
too much time arguing what games are NOT (not satanic, not harmful, not
to be feared), and not enough time arguing what they ARE (educational,
inspirational, developmental)."
Know what? He's absolutely right! So much
time and effort is made in defense of gaming that could be better spent
on the best defense of all: a good offense. So, with thanks
to Steven, here is a primer on What Games Are:
Games are educational.
For some time now, educators have been using games
to teach. The educational possiblilties in both RPGs and CCGs
are numerous; possibly even too numerous to mention here. David Millians,
a teacher from Atlanta, Georgia, uses a simple set of live-action roleplaying
rules to allow his students to not only learn history, but live it as well.
Likewise, roleplaying can teach History, Geography, Current Events, Theology,
or many other subjects.
Jeff Brain, a teacher from San Francisco, uses Magic:
The Gathering cards to teach a number of lessons: database management
(in which children build a computer database of a collection of cards organized
by various criteria), statistics, even mythology.
But you don't need an educator to learn something
from a game. By themselves, without an instructor, RPGs and
CCGs can educate someone without them even knowing it.
Take the Generic Universal Role-Playing System (GURPS),
for example. Created by Steve Jackson Games, this system is
designed to accomidate any type of role-play, from historical to high fantasy
to superheroes to sci-fi.
In this system, a character is created by spending
points rather than rolling dice. A specific amount of points are
assigned to a player, who then begins to spend them on character attributes.
Commonly, this number is 100, but if a "heroic" character is being made
(such as a superhero or other powerful character), the starting number
can be considerably higher. Already, a lesson in proportions is being
taught.
As the player spends points on attributes (Strength,
Dexterity, Health, and Intelligence), skills (such as Pilot Vehicle or
Chemistry), and advantages (like Luck, or Nerves of Steel), their remaining
points dwindle. The player can (and usually does) purchase disadvantages
(such as a phobia, poor eyesight, or a social stigma) to offset the cost
of the purchases, or to gain more points to spend on other things.
As accounting goes, it is simplistic, but it establishes some of the basic
concepts.
Magic: The Gathering, the card game that has
taken the world by storm, has an important lesson in income management
hidden in it's play. In the game, a player uses land cards (forests,
islands, mountains, plains, and swamps, as well as others) to generate
mana, which is then used to bring other cards into play. Players
can (usually) only play one of these land cards per turn, so the resources
that are available escalate as play progresses. The player must carefully
judge which cards to bring into play, based on their cost in mana, how
useful the cards will be in the continuing rounds of the game, and how
likely it will be that the opponent will counteract the play. In
that decision, the player must also judge how much mana to leave free for
other possible plays, since it is possible in Magic to play cards
during your opponent's turn. The ability to budget oneself is crucial
among the skills of a Magic player.
Games are developmental.
Role-playing games require much in the way of reading;
rules are written in books, after all. At it's absolute minimum,
a person playing an RPG must at least read enough information to be able
to create a character. Someone choosing to referee a game must do
a great amount of reading; game rules, setting, history, backstory, plot,
character histories and descriptions, all of these must be read before
a game can be properly played. It helps a lot if some of the basic
facts are memorized, as well. All of this reading and rote memorization
is exercise for the mind.
RPGs can also involve a bit of writing to go along
with all of the reading. Many players write their own character
history and background, to help flesh out the persona that they are portraying.
A referee who decides to write his own adventure must create a setting,
plot, and characters at the very least, and usually ends up getting rather
involved in writing an enjoyable story. In both cases, not only are
writing skills being developed, but creative ones are as well.
More exercise for the mind.
Then, there's math. While there is little in
the way of geometry or triginometry in the content of the average game,
there is an awful lot of basic math, and it is often used in rapid-fire
situations, such as combat. Modifiers to die rolls are added and
subtracted until a final target number is reached; percentages of numbers
are calculated to determine a number that, if rolled on the die, dictates
a critical success or failure; points are subtracted from a pool and added
to abilities or skills as a character is being made. These are but
a few examples.
While it only applies to certain games, the subject
of mapmaking bears mentioning. Often, a game will take place in an
area where a map is necessary for the players to get a clear idea of their
characters' surroundings. This is usually done on some graph paper,
and works best when the referee dictates the directions and dimensions
to one of the players who is acting as the mapmaker. This type of
activity builds a unique skill that not many can hold claim to.
Games are social.
There are no gaming "loners" or "outcasts."
Role-playing and collectible card games are played with other gamers.
While there can be solitare versions of both, they are rare in the case
of RPGs, and extremely so in the case of CCGs.
In a typical role-playing game, the participants
are usually working together to achieve some kind of goal. During
the acquisition of that goal, the players may also compete for resources
on behalf of their characters; wealth, fame, and reputation, to name a
few. The more concrete of these resources are often split up among
the characters. Commonly, there is also the concept of "experience
points," which are handed out by the referee to the players as a reward
for achieving certain goals, and for exceptional feats of role-playing
or storytelling. Therefore, the most common practice of role-playing
combines an intricate mix of cooperation and competition.
This means that people are playing as a group, working
as a team, and even competing against each other to achieve a specific
goal. While doing so, they are building real-life relationships to
accompany their in-game ones. New friends are made, and old friendships
are strenghtened.
In a typical collectible card game, the participants
are competing directly with each other, although there are many situations
in which players can cooperate to defeat other players or achieve certain
goals. As mentioned above, it is very rare to find a set of solitare
rules for a collectible card game.
The gaming convention takes socializing to a whole
new level. There, gamers flock to play games, buy new releases in
advance, and meet some of their favorite celebrities, both gaming and otherwise.
A good-sized con attracts thousands of people, who sign up for games, often
weeks ahead of time. There, they are matched up with other
players who are interested in the same games, and play with them.
In the case of RPGs, these tournaments often have several rounds; when
a player advances to the next round, he often ends up playing with an entirely
new group of people. CCGs are played similarly, with the player going
head-to-head with a new opponent at each turn.
Games are fun.
The best part of the adventure gaming hobby is the
variety of choices that are available... We're not just stuck with Dungeons
& Dragons anymore (not that there's anything wrong with a good
game of D&D, of course!).
If high fantasy is your fancy, you can find many
on the market besides D&D... there's Ars Magica, Middle Earth
Role-Playing, Earthdawn, Elric!, Warhammer Fantasy Role-Play, and
the Palladium Fantasy RPG as well.
For those interested in "hard" science fiction, there's
Traveller, which has recently (as of this writing) been revived
under the GURPS system. For the "soft" sci-fi, there's
Star Wars, Alternity, Trinity, and many more.
Horror fans can find something to frighten them with
Chill, Call of Cthulhu, Kult, or many of the World of Darkness
settings. The benefit of many of the horror games is that they take
place in a contemporary setting, which makes playing a role a lit easier
for those of us who live in the present day.
Fans of comic-book or anime style adventures can
find solace in Champions, Villians and Vigilanties, GURPS
Supers, Big Eyes Small Mouth, or the games based on the Bubblegum
Crisis and Sailor Moon anime series.
If your tastes run to the unusual, you can try many
of the "hybrid" settings that have become popular. Shadowrun
mixes high fantasy with cyberpunk, with troll computer hackers, elven street
mages, and dragons that run for public office. Deadlands mixes
horror with the wild west; it's sequel, Hell On Earth takes the
setting over two hundred years into it's future, for a mixture of horror,
wild west, and Mad Max! Or, you can make your own alternative
setting; take two or three GURPS books off of the shelf and turn
them into a genre... Aztecs, Dinosaurs, and Space, anyone?
For historical settings, you can head right back
to good old D&D. TSR once released a series of sourcebooks
for playing in different parts of history; Vikings and Charlemagne's
Paladins come instantly to mind. The World of Darkness
setting also has a series of historical sourcebooks... you can play
Vampire or Werewolf in the Dark Ages, Werewolf in
the Wild West, Mage in the Renaissance, or Wraith during
the Great War.
All of this variety comes at a fair price as well.
While you can easily go overboard and spend your whole paycheck on gaming
books, it is possible to run many an adventure using only a few core books,
at around twenty to thirty dollars each. Considering that a gaming
campaign can last several weeks to several months, that's a very cost-efficient
entertainment purchase.
In Review:
Games are educational:
Used
to teach many lessons in the classroom
Basic
concepts of strategy, accounting, budgeting and mapmaking are taught in
everyday play
Games are developmental:
Reading
skills developed with reading rule books
Memory
skills developed with memorization of rules and background
Writing
skills developed with writing character backgrounds and adventures
Basic
math skills developed with many in-game calculations
Games are social:
All require
fellow players or opponents
Contain
both cooperation and competition
Conventions
encourage strangers to get together and play
Games are fun:
Wide
variety of settings and genres
Hours
of entertainment with minimal expense
William J. Walton
July, 1999
This document is a work in progress, and is in no
way complete as you see it here. If I have left something out, or
missed an important point, it is imperative that you, the reader, bring
it to my attention. All contributors will receive credit for their
contributions at the end of the document.
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