I was very blessed to have shared a hotel room with one of the players of my Barrett's Raiders campaign. Though we’ve known each other for years, our friendship had only existed in the digital realm until last year’s Gamehole Con, when we finally met in person. Even after all these years of online gaming, there’s something quietly profound about that first handshake and the realization that someone you’ve shared countless imaginary worlds with actually exists in the same one as you. Perhaps it’s my age showing, but I still place great value on the tangible and largely unmediated experiences.
Online friendships are real. I have many that I treasure deeply, but there’s a particular joy in crossing that invisible line between the virtual and the physical. Sharing a meal, talking late into the night, comparing notes on games and life are all things that remind me why conventions like Gamehole Con matter. They’re not just about dice and character sheets; they’re about connection, which grounds this strange hobby of ours in real human company.
What makes this even more remarkable is that so many of the hobby’s “celebrities” (for lack of a better word) are, themselves, fans. I can’t tell you how many times, while sitting down to talk with someone well-known in the hobby, he told me how much he enjoyed Grognardia and how glad he was that I’d returned to blogging. A few times, I was even introduced to others as “the guy who writes Grognardia” and the look of recognition that followed was both humbling and gratifying. I was particularly tickled to discover that Ed Greenwood had bought all thirteen issues of my Tékumel ’zine, The Excellent Travelling Volume, because he’s a fan of the setting. I’ve met Ed several times before, but even so, that revelation surprised me.
My point here isn’t to brag (much) but to emphasize something I think is special about our hobby. There’s no vast gulf separating creators from players. In most cases, they’re the same people, sitting across the same tables, rolling the same dice, and dreaming the same dreams. That shared enthusiasm, that sense that we’re all participants in something communal and ongoing, is what gives tabletop gaming its continued vitality, even after half a century.
I think this is because in order to play, you have to be a creator first. The first time you pick up a book, the very first thing you learn is how to create your character. The very first time you play, the first move - unlike almost every other game - is not a roll of the dice but a creative choice. "What do you do?" invites the referee. And then...you do.
ReplyDeleteI think this is why Marc Miller naturally designed the Traveller videogame for the Sega Dreamcast: not because he wanted to design a video game (and if I recall, he mostly worked with game developers who were Traveller fans first), but probably because he wanted to play it. (Such a shame Sega bombed out the Dreamcast before that game could launch.)
We players design out of necessity, so I think it must be a sort of relief for the pro designers to engage fans as fellow players, all forced (and invited) to varying degree into the necessity of design.
There isn't an interest quite like it. After all, designing is the core utility of many hobbies - like woodworking or pottery. Skill building is that of others - such as fishing or hunting. Most hobbies are devoid of play, and those that do center around play, such as cards or boardgames or even sports, function without a creative design element altogether.
But what else starts as a game to play, develops into design, and leads to a passion for more immersive play? It really is a remarkable thing those MinneWisky boys stumbled upon in their aimless magical strategery.