7 Games That Changed Your Life
So when gamers get together, aside from war stories getting told and retold, another topic that often comes up are the games that really had an impact on you, the sytems and settings that changed the way you viewed the hobby. I’m not always talking about your favorite games or even the best games, though they can certainly be those too – I’m just talking about the game-changers, the ones that made you sit up and take notice, fall in love with a style of gaming you hadn’t tried before or even re-examine the way you already played.
These are mine, in a very rough semblance of order – feel free to share yours, with or without the commentary!
#7 – Arkham Horror
It was tough to pick a single game line from Fantasy Flight, but when in doubt, always side with Cthulu. Simply put, I’ve never been a huge board game fan, and even when I enjoy a well-designed game like Settlers or some of the Risk variants, my interest level is generally low at best. Then I tried Arkham Horror, and realized that board games had grown the hell up while I was away. I call it “rpg-lite” for the level of character, detail and atmosphere they put into the game, but that’s really doing it a disservice, implying that it’s trying to be an rpg when in fact it’s not trying to be anything but a stellar board game. You can play it seriously, you can play it casually, you can play it dozens of times and not have two games closely resemble each other – truly a masterpiece of design. I quickly went from saying no thanks to board games to stacking my shelves with Arkham, Descent, Game of Thrones, Battlestar (whose loyalty mechanic deserves its own special mention for adding a wicked layer of trust and doubt to board gaming), The Adventurers and more. Board games grew up while I was away, and I’m glad that I finally caught on.
#6 – Pathfinder
In truth, this should be a split decision with the crew that did the original D&D 3.0 reboot, because without them there would be no Pathfinder to praise. So let me give them their props, then go on to say that the Pathfinder team has taken the revolution they started and given it some new fins, fresh chrome, a nitrous tank, and a jet engine. Because man, this system roars. Like many people my age – though not nearly so many as now, or even as started gaming 10 years ago – I began my journey in roleplaying games with Dungeons & Dragons, AD&D in fact. Over the years, though, I discovered other games with different, simpler systems, games that stressed story and setting as much or more than rules and mechanics. D&D fell out of fashion, and while 3.0 did rekindle interest briefly, it soon fell back into the trap that AD&D had, churning out tons of books until you were drowning in paper. (This may yet happen to Pathfinder, but shh, I’m enjoying the honeymoon.) So when I first heard about Pathfinder, I admit, I scoffed a bit. I’ve played dozens of systems, done LARP, done indie games all about story – I didn’t think “plain old D&D” would ever catch my eye again. But let me tell you, for someone who started out with D&D, reading Pathfinder is like coming home years later and finding out that your high school crush is still hot. And single. And wants to go out for a beer before doing freaky sex things that are illegal in five states. What’s not to love? Now hand me my d12, my inish just came up and daddy’s got some rabid baboons to kill.
#5 – Mystic Realms
I’ll admit it, there was a time in high school when – already a devoted White Wolf LARPer, mind you – my friends and I were driving through the Pine Barrens on our way to the shore. One of my friends casually mentioned that some people actually played “like, live D&D or something” at camps out in the woods, and the car erupted in laughter. What did they do, we snickered, yell “Fireball!” while hitting each other with He-Man swords from Toys ‘R Us? And what kind of loser dresses up as a goblin and fights nerds in the wood, anyway? I mean, we were gamers, but there was a limit, you know? Well, as a lot of this list proves, I do enjoy a tasty dish of cooked crow, and I certainly enjoyed a heaping portion years later when I tried Mystic Realms, my first-ever boffer LARP in what would become a long and nearly unbroken line of such games. My brother and I drove down to an unfamiliar camp and played a whole weekend, surrounded mostly by strangers (as the friends that invited us happened to be running that weekend), running around in the woods battling all manner of things, getting killed a half-dozen times each, and loving every second of it. While this game has changed considerably since then, at the time the rules were everything you’d want – but only rarely see – in live combat, simple and quick and evocative. Roleplaying was incorporated into them, rather than added on, and the whole system was designed to eliminate narration and keep the action moving. I was hooked. Not only did I drag most of my friends in with me over the next year or two, but it gave me a whole different perspective on a lot of tabletop games as well – suddenly the idea of my D&D character effortlessly fighting six enemies at once became laughable, and the idea that a torch could light a large easily dismissed. Not to mention the excitement of really being put to the test, weapon to weapon, staying silent and hidden to sneak around, you name it. It’s a rush, and I’ve never really shaken the addiction.
#4 – Mage: The Ascension
When I first read Mage, I had never played anything but AD&D and West End Games’ glorious old Star Wars tabletop system, and let me tell you, I was unprepared for the awesome. My brother had started playing Vampire, so I’d heard a little bit about White Wolf, and I thought the World of Darkness sounded pretty cool. Mage had just been released, so while we were on vacation I picked it up with precious summer money and started reading it. I soon put it down, though, angry and confused. Where were the lists of spells? Why didn’t they have components? What the hell were “Spheres” and what did they mean, everyone’s magic worked the way they thought it should, because they thought it should? Much as I hate to admit it, I was totally lost. It was magic, but so far out of the cut-and-dried paradigm I’d experienced in the past that I had no frame of reference for it. I might have walked away entirely, except that it was the only book I had with me that vacation, and so I grudgingly picked it back up. Fortunately, this time the magic system “clicked” – everything made sense, and suddenly I got very excited. I realized the freedom they were offering, as well the price to be paid for that freedom, and how great the stories would be that you could tell about those choices. I was hooked, and spell lists have never held quite the same appeal since.
#3 – Dogs In the Vineyard
If I put up much more good stuff about this game, this blog is going to look like a Dogs fan site, but really, reading it for the first time was that much of a fundamental shift. Dogs was my first real exposure to indie games, and I wasn’t quite sure what to expect. A junior version of one of the big games, perhaps, or someone’s half-baked setting with a dose of barely edited house rules. (I know, I know, what can I say, I was young and foolish!) Instead, I got handed a thermal detonator – compact, polished, and cooly designed to blow you away. White Wolf had introduced me to gaming that aspired to be Art from time to time, but Dogs actually got into the nuts and bolts of how to make it happen in a big way. For example, I’ve always enjoyed creating characters as a group project, adding bits and pieces to each others’ stories as we go, but a game that actively requires it? (And set a trend for other indie games to do likewise, I might add.) One where the type of family you were raised in wasn’t just fluff, but helped determine who you were in mechanics as well? A setting that’s a masterpiece of minimalism, enough to get you started and get you thinking but never gets in the way? Genius. Add in a conflict mechanic so cool it got its own post a while back, as well as loads of potential moral and ethical conflicts, and you’ve got one hell of a game-changer.
#2 – The Masquerade
I almost don’t know where to begin talking about how this game changed my perspective on gaming. Spending points during creation to add disadvantages to your character? (And making you want to do it?) Earning “Drama Dice” for doing cool stunts or sharing witty one-liners? Dismissing most opponents with simple die rolls, while saving complex rules for the fights that matter? A stat openly named “Panache”? I was blown away. And I haven’t even touched on the world, the easiest non-licensed setting to explain to anyone ever – close enough to our own history to make quick, easy parallels (“Ok, so Montaigne is basically France immediately before the Revolution…”) while still containing enough difference to feel fresh and unique instead of dusty and dated (“… but there’s sorcery and monsters and ancient ruins of a lost civilization.”) 7th Sea was one of the first games where I bought and devoured every supplement, not for new rules or game mechanics (though new Swordsman Schools were always a plus), but just to read the setting material, to see what was happening as the timeline moved forward. I saw complex world design executed with a light, almost airy touch, inspiring players with an endless array of hooks and suggestions but rarely nailing them down to facts set in stone. In short, it was big and bright and brilliant and beautiful, and I still love it to this day.
Extremely Honorable Mentions
Houses of the Blooded – Really, I could probably do a whole John Wick list, and this is a truly great game, but I went with the original game of his that sparked my imagination in the end.
InSpectres – Jared Sorenson is a mad wizard of game design, whose books I wait for like some people follow favorite bands or film directors. I read this about the same time I read Dogs, and they both had a huge impact.
Star Wars (West End Games) – One of the first games I ever played, this is a wonderful example of a system well suited to its setting. It’s a fast, simple mechanic well-suited to the breezy Star Wars universe, and I still love it.
Ghostbusters: The first RPG I ever played. Even though D&D was the first RPG I owned, it wasn’t until Ghostbusters that I actually PLAYED. And it was totally unlike what D&D promised with its tales of gold and dragons and swords and elves. Also: no THAC0, no encumbrance and no funny-sided dice. This was a role playing game? I could dig that.
Paranoia: A premise-based RPG with mechanics that helped to reinforce that premise, as well as a player-vs-player focus and the idea of the GM as an non-impartial adversary.
Marvel Super Heroes: “Resources” as an attribute and not as a stand in for credits or gold pieces. Also, margins of success (also: Talislanta with its critical success result that wasn’t simply a 5% chance and had implications other than extra damage).
Over the Edge: A collection of skills lumped together as character’s central trait? Genius. Also: the game’s trippy setting and post-modern look at role playing and storytelling.
Vampire: the Masquerade: The mood and theme were awesome and that’s what drew me in but the bait-and-switch of the game’s mechanics were what prompted me to say, “Hey, that’s not what this game is about!” That prompted the question, “Well, what is it about and how would I change the game to suit that?” and the rest is history.
Sorcerer: For many reasons, I guess. But mostly for getting me off my ass to write and sell my own games. If Ron could do it, I thought, then dammit so could I!
Whispering Vault: This game had a specific set of phases that players would undergo every session (Paranoia did this too). It made me think of all the ways a game could be specific/unique while still following a set formula.
September 28, 2011 at 2:46 am
Ah! Over the Edge! I knew I’d forgotten something. I remember a friend recommended that game after I was converted to a regular World of Darkness player; I think our mad plan was to do some kind of Mage/Over the Edge crossover chronicle, mixing the settings and rules to create something really profoundly. It might be for the best that it never happened. But it was still one wild system.
For years, some friends of mine used to run a Paranoia LARP at various conventions. I’ve heard there were some really great reactions as people died during character creation – some people just got the setting, while others never really picked it up.
September 28, 2011 at 3:05 am
In no particular order:
Dungeons and Dragons: The game that started gaming for me at a very young age.
Magic: The Gathering: The collectible card game taught about being concise and creating combinations that work. Plus, there is a largely social aspect to it that crosses generations.
Mystic Realms: Same reasons as in the post, but also taught me to think about staging and story crafting as well as commitment to character during roleplaying.
World of Warcraft: The excellence in execution in motion. The value of preparation and repetition and the rewards from that.
Ok, I really only have four. I’d say White Wolf games for the last three since I did love Changeling, Mage, and thought Hunter was nifty. I’m copping out of deeper explanations, but I wanted to share a list. 😀
September 28, 2011 at 4:16 am
The one that probably flipped everything upside down for me was Myst. It was the first game I “finished”, or cared to. It was the first game I ever played where the objective wasn’t clear, nothing made sense, and the process of figuring out what the hell was going on turned out to be the entire point.
Maybe that’s why I like anime now (har!).
September 28, 2011 at 9:58 pm