Worlds Away is Bournemouth Library's gaming club. For more information contact us on 01202 454848 or email gaming@bournemouthlibraries.org.uk
Tuesday, 22 March 2016
Change to Club Frequency
The library gaming club will be running on the 1st and 3rd Saturdays of the month as of April 2nd 2016.
Wednesday, 6 January 2016
No Longer Being Updated
You will have noticed that this blog is no longer being updated and we are no longer sending out updates to our mailing list.
Up to date information on the club can now be found at our Facebook Page or by emailing us at gaming@bournemouthlibraries.org.uk
Up to date information on the club can now be found at our Facebook Page or by emailing us at gaming@bournemouthlibraries.org.uk
Saturday, 19 September 2015
Changes to the Gaming Club
Bournemouth Library Gaming Club now runs alternate Saturdays from 12noon to 4:45pm.
The next sessions are 19th Sept, 3rd Oct, 17th Oct, 31st Oct.
The next sessions are 19th Sept, 3rd Oct, 17th Oct, 31st Oct.
Monday, 8 June 2015
UK Games Expo
For some time I have been interested in attending the UK Games Expo but typically it clashes with the first big ultimate tournament of the outdoor season meaning that I haven't been able to attend before. This year was no different but with a change in location of UK Ultimate Tour 1 from London to Nottingham I was intending to make a brief visit to UKGE on my way up to tournament. Somewhat unexpectedly, however, Bournemouth Ultimate didn't enter a team, meaning that I was free to spend all weekend playing boardgames.
I arrived in Birmingham on Thursday afternoon after a fairly uneventful journey, despite my SatNav trying to direct me into an industrial estate rather than to my hotel. After picking up my pass and grabbing some very expensive chilli, I headed to the Coiledspring preview event to try and get a look at some games before they get released. The room was already packed with gamers and after wandering around for a while I got collared for a game of Codenames, a brand new prototype from designer Vlaada Chvátil to be published by Czech Games Edition. A very simple party game that I suspect will do very well when it is released. I then had a chat with Roger who runs Coiledspring games about games based learning and played a couple of games they sell (Chickyboom and Sushi Go!). Sushi Go is a set collecting card game that uses a drafting mechanic to add some tactical decision making to the process. It is a quick and effective little game and winner of the Expo's best card game award 2015.
Friday morning was horrible and rainy so I stayed in my hotel doing some work for my CILIP* chartership before visiting the brand new Birmingham Library. After a couple of hours strolling around the rather impressive building and their huge selection of books I hopped back on the train to the NEC Hilton for the first proper day of the Expo. There was much to see, as I perused the vast quantity of trade stalls, here are a few things that caught my eye. Shadows of Esteren is a really pretty medieval horror RPG inspired by Celtic mythology (which is right up my street), but I was put off by the fact it seemed to needs multiple rulebooks to play and certainly wasn't cheap. Another RPG that I noticed was Faith, a Sci-Fi game that blends RPG and boardgame elements. This one is probably not for me as I'm more into rules light, freeform games these days, but it does have some very good artwork and an interesting mechanic for resolving test with cards. Pedion Modular Battelfields currently have some foot square modular terrain tiles on kickstarter, which would be great for anyone who has a lack of space to store bigger wargaming boards. Before I dashed back to my hotel to avoid the impending rain that was forecast for the evening I played a demo game of Fell, a new cooperative game that is being kickstarted by Grimejack Games. The idea is that you play a group of adventurers who fight against a randomly generated monster. The game is OK but lacked the kind of tension and urgency you get in a good coop game, like, for instance, Dead of Winter.
I was up bright and early on Saturday, only to find that there was a massive queue for breakfast. No worries, I thought, I'll head to the Wetherspoons in the NEC and get breakfast there.....
.....Wetherspoons was closed. One Cafe Nero coffee and croissant later I headed to the launch of the boardgame redesign competition, where you take an existing boardgame and use its component to create something completely new. I have entered the competition, so some of you'll inevitably be roped into playtesting my creation. After the competition launch I decided to go to the playtest area to see what new games I could play. The game I ended up playing was called Touristico (I think), a Euro game in a similar vein to Ticket to Ride. You play as London Tour operators trying to get tourists around specified routes to gain points. Each turn you gain coins which you use to bid on the ability to use certain types of transport and also to visit locations. You have to carefully plan which cards you need and hope your competitors don't block you off. Whilst the game was very much still a prototype the mechanics were well thought out and it was a really enjoyable game to play.
Once I finished the playtest I attended 2 (and a half) seminars. I joined Eric Lang's (designer for Fantasy Flight Games) talk on the game industry from a professionals viewpoint halfway through and then attended talks on representation of minority groups in games and on how to design and publish RPGs. By this time it was mid afternoon and after a quick break for lunch I wandered back to the playtest area where I tested another new game called ConTRAPtions. This was a game of memory and bluffing, trying to collect cards to complete a steampunk device without others being to guess what you are building. The game already had some nice artwork and very simple rules but we were able to suggest a number improvements to the layout and design of the cards. I wanted to head back to my hotel to watch the FA cup final so just had time to play a couple more games, the first being The Spoils, a collectible card game, and the other Om Nom Nom, a simple family boardgame. I'm not a massive fan of CCGs and The Spoils didn't change my opinion on this but I'm sure some of the club's members would be interested in it. On the other hand Om Nom Nom is unlikely to join the selection of games played at the club but is a well designed, quick game for playing with kids.
Then it was Sunday. In an attempt to play as many games as possible I headed back to the main halls to see what else was available. Before heading to a couple more seminars I managed to play Camelot: The Build, Oddball Aeronauts, 27: Five Elements and Push It. Camelot the Build is a simple tile placement game where you are looking to maximise your own scores but minimise opportunities for your opponents. Oddball Aeronauts is a great little card game that doesn't require any table space; picking attributes to attack and defend with and simply turning cards over in your hand to form a discard pile. 27: Five elements is a fairly low budget and low cost card game of risk and reward, choosing between taking points now or letting them increase but risking your rivals taking them. Finally Push It is a game that has just been funded on Kickstarter featuring wooden discs that you push or flick towards a jack at the centre of the table.
After attending some more seminars on the secrets of game publishing and on creating games for licensed properties I made a dash around the trade halls to finally buy some games before my carparking ran out and I had to drive home. After some deliberation I managed to keep my spending in check and bought copies of the Seafarers expansion for Settlers of Catan, the Breakin' Atmo booster for Firefly and Sushi Go!. I also backed Push It on Kickstarter, and then won a copy of it in the prize draw! I had a great time and hope to be able to attend again next year given it is a week later and therefore shouldn't clash with throwing a piece of plastic around a field.
*Chartered Institute of Library and Information Professionals
I arrived in Birmingham on Thursday afternoon after a fairly uneventful journey, despite my SatNav trying to direct me into an industrial estate rather than to my hotel. After picking up my pass and grabbing some very expensive chilli, I headed to the Coiledspring preview event to try and get a look at some games before they get released. The room was already packed with gamers and after wandering around for a while I got collared for a game of Codenames, a brand new prototype from designer Vlaada Chvátil to be published by Czech Games Edition. A very simple party game that I suspect will do very well when it is released. I then had a chat with Roger who runs Coiledspring games about games based learning and played a couple of games they sell (Chickyboom and Sushi Go!). Sushi Go is a set collecting card game that uses a drafting mechanic to add some tactical decision making to the process. It is a quick and effective little game and winner of the Expo's best card game award 2015.
Friday morning was horrible and rainy so I stayed in my hotel doing some work for my CILIP* chartership before visiting the brand new Birmingham Library. After a couple of hours strolling around the rather impressive building and their huge selection of books I hopped back on the train to the NEC Hilton for the first proper day of the Expo. There was much to see, as I perused the vast quantity of trade stalls, here are a few things that caught my eye. Shadows of Esteren is a really pretty medieval horror RPG inspired by Celtic mythology (which is right up my street), but I was put off by the fact it seemed to needs multiple rulebooks to play and certainly wasn't cheap. Another RPG that I noticed was Faith, a Sci-Fi game that blends RPG and boardgame elements. This one is probably not for me as I'm more into rules light, freeform games these days, but it does have some very good artwork and an interesting mechanic for resolving test with cards. Pedion Modular Battelfields currently have some foot square modular terrain tiles on kickstarter, which would be great for anyone who has a lack of space to store bigger wargaming boards. Before I dashed back to my hotel to avoid the impending rain that was forecast for the evening I played a demo game of Fell, a new cooperative game that is being kickstarted by Grimejack Games. The idea is that you play a group of adventurers who fight against a randomly generated monster. The game is OK but lacked the kind of tension and urgency you get in a good coop game, like, for instance, Dead of Winter.I was up bright and early on Saturday, only to find that there was a massive queue for breakfast. No worries, I thought, I'll head to the Wetherspoons in the NEC and get breakfast there.....
.....Wetherspoons was closed. One Cafe Nero coffee and croissant later I headed to the launch of the boardgame redesign competition, where you take an existing boardgame and use its component to create something completely new. I have entered the competition, so some of you'll inevitably be roped into playtesting my creation. After the competition launch I decided to go to the playtest area to see what new games I could play. The game I ended up playing was called Touristico (I think), a Euro game in a similar vein to Ticket to Ride. You play as London Tour operators trying to get tourists around specified routes to gain points. Each turn you gain coins which you use to bid on the ability to use certain types of transport and also to visit locations. You have to carefully plan which cards you need and hope your competitors don't block you off. Whilst the game was very much still a prototype the mechanics were well thought out and it was a really enjoyable game to play.
Once I finished the playtest I attended 2 (and a half) seminars. I joined Eric Lang's (designer for Fantasy Flight Games) talk on the game industry from a professionals viewpoint halfway through and then attended talks on representation of minority groups in games and on how to design and publish RPGs. By this time it was mid afternoon and after a quick break for lunch I wandered back to the playtest area where I tested another new game called ConTRAPtions. This was a game of memory and bluffing, trying to collect cards to complete a steampunk device without others being to guess what you are building. The game already had some nice artwork and very simple rules but we were able to suggest a number improvements to the layout and design of the cards. I wanted to head back to my hotel to watch the FA cup final so just had time to play a couple more games, the first being The Spoils, a collectible card game, and the other Om Nom Nom, a simple family boardgame. I'm not a massive fan of CCGs and The Spoils didn't change my opinion on this but I'm sure some of the club's members would be interested in it. On the other hand Om Nom Nom is unlikely to join the selection of games played at the club but is a well designed, quick game for playing with kids.
Then it was Sunday. In an attempt to play as many games as possible I headed back to the main halls to see what else was available. Before heading to a couple more seminars I managed to play Camelot: The Build, Oddball Aeronauts, 27: Five Elements and Push It. Camelot the Build is a simple tile placement game where you are looking to maximise your own scores but minimise opportunities for your opponents. Oddball Aeronauts is a great little card game that doesn't require any table space; picking attributes to attack and defend with and simply turning cards over in your hand to form a discard pile. 27: Five elements is a fairly low budget and low cost card game of risk and reward, choosing between taking points now or letting them increase but risking your rivals taking them. Finally Push It is a game that has just been funded on Kickstarter featuring wooden discs that you push or flick towards a jack at the centre of the table.After attending some more seminars on the secrets of game publishing and on creating games for licensed properties I made a dash around the trade halls to finally buy some games before my carparking ran out and I had to drive home. After some deliberation I managed to keep my spending in check and bought copies of the Seafarers expansion for Settlers of Catan, the Breakin' Atmo booster for Firefly and Sushi Go!. I also backed Push It on Kickstarter, and then won a copy of it in the prize draw! I had a great time and hope to be able to attend again next year given it is a week later and therefore shouldn't clash with throwing a piece of plastic around a field.
*Chartered Institute of Library and Information Professionals
Monday, 11 May 2015
Blog Update
It has been some time since we have updated the blog. We will be relaunching this in the near future.
Darren
Darren
Tuesday, 13 January 2015
Farewel, Farewell
As indicated by my post on the club's Facebook page I am moving into the new post of Operations Manager here at Bournemouth Library in a fortnight. I have spent the last seven years as Senior Library Assistant, over which time my work has changed drastically. During this time I have seen the move to self service machines, two major staff restructures, new staff have come and old staff gone and most relevantly for this blog we have launched the gaming club.
Gaming in libraries has seen a major renaissance in recent years, especially in terms of tabletop gaming. Of the 12 Bournemouth Libraries only one has no gaming offer* and all libraries in Poole offer gaming for either adults or children (and most offer both). International Games Day @ Your Library has an ever increasing number of participants across the world.
My new post means a whole set of new responsibilities and challenges as I will be working heavily within our specialist Music library. There are a number of exciting projects that I will be getting involved with, but one of the by products of this is that I will not have time to spend on the gaming club. It is nearly two years since the club launched and is now running successfully with only minimal staff input. As a result I will be stepping down as the main GCN contact and as the staff member with responsibility of leading the direction of the club. Lyndsey will be taking sole responsibility for the overseeing Worlds Away, which is a sensible move as she was the driving force behind setting up the club in the first place.
I'm not going to be completely leaving the Library's gaming programme though. I am taking up a position on the International Games Day @ Your Library committee advising on how to increase involvement of UK libraries within the event. I'll also be coming along to play games with you lot whenever possible.
*Using the definition of Kevin Maloney that is utilised in Scott Nicholson's Gaming in Libraries video course
Gaming in libraries has seen a major renaissance in recent years, especially in terms of tabletop gaming. Of the 12 Bournemouth Libraries only one has no gaming offer* and all libraries in Poole offer gaming for either adults or children (and most offer both). International Games Day @ Your Library has an ever increasing number of participants across the world.
My new post means a whole set of new responsibilities and challenges as I will be working heavily within our specialist Music library. There are a number of exciting projects that I will be getting involved with, but one of the by products of this is that I will not have time to spend on the gaming club. It is nearly two years since the club launched and is now running successfully with only minimal staff input. As a result I will be stepping down as the main GCN contact and as the staff member with responsibility of leading the direction of the club. Lyndsey will be taking sole responsibility for the overseeing Worlds Away, which is a sensible move as she was the driving force behind setting up the club in the first place.
I'm not going to be completely leaving the Library's gaming programme though. I am taking up a position on the International Games Day @ Your Library committee advising on how to increase involvement of UK libraries within the event. I'll also be coming along to play games with you lot whenever possible.
*Using the definition of Kevin Maloney that is utilised in Scott Nicholson's Gaming in Libraries video course
Tuesday, 30 December 2014
Merry Christmas and a Happy New Year
Hope everyone had a great Christmas and that Santa brought all the games you were hoping for. I got a copy of the excellent card game Dixit plus expansions for Race for the Galaxy and Settlers of Catan. As usual my Christmas Day and Boxing Day were spent mostly eating too much food and playing games with the family.
During January the large meeting room is in use by external groups on quite a lot of Saturdays. The location of the gaming club during this period is as follows.
3rd January - Large Meeting Room
10th January - Second Meeting Room + 1st Floor Office
17th January - Second Meeting Room + 1st Floor Office
24th January - Second Meeting Room + 1st Floor Office
31st January - Large Meeting Room
I should be attending this coming weekend and will be working the 10th and 24th. I cannot make the 17th as I will be in Crawley trying to help my Ultimate club qualify for Indoor Nationals and will be at the Conception roleplaying convention on the 31st.
See you all in the New Year!
During January the large meeting room is in use by external groups on quite a lot of Saturdays. The location of the gaming club during this period is as follows.
3rd January - Large Meeting Room
10th January - Second Meeting Room + 1st Floor Office
17th January - Second Meeting Room + 1st Floor Office
24th January - Second Meeting Room + 1st Floor Office
31st January - Large Meeting Room
I should be attending this coming weekend and will be working the 10th and 24th. I cannot make the 17th as I will be in Crawley trying to help my Ultimate club qualify for Indoor Nationals and will be at the Conception roleplaying convention on the 31st.
See you all in the New Year!
- Darren
Tuesday, 25 November 2014
Gaming Club Sessions Nov/Dec
This coming Saturday the club has access to the large meeting room so there is plenty of space for games this weekend. In December we also have the large meeting room most weeks, in fact its only the 5th Dec that we are using the second meeting room.
Why come along and try one of the many new games that are being played. (I'll try and update the list of games played soon).
We have had the interim report for the Global Gossip Game from International Games Day and I'll post details here once the final report is published.
Why come along and try one of the many new games that are being played. (I'll try and update the list of games played soon).
We have had the interim report for the Global Gossip Game from International Games Day and I'll post details here once the final report is published.
Monday, 17 November 2014
IGD Overview
Its all over for another year! Thanks for everyone who came along to play this weekend.
Poole Chess Club had 15 children attend their weekly junior chess tuition. They run sessions every Saturday from 10-11 for beginners and 11-12 for improvers. These are open to children aged 7-11 costing £3 per week.
Worlds Away and the Wii games session had an attendance of 16. Board games played included X-Wing, Dungeons and Dragons Attack Wing, King of Tokyo and on the Wii Super Smash Bros (plus some other games I didn’t recognize). Six of those at the gaming club took also part in the Global Gossip Game, a full debrief of this by the organizers should be available later in the week.
Our Stay and Play for children and parents was very successful with 16 children and 7 parents attending over the hour and half session using games from the various Bournemouth Toy Libraries. We were asked whether this could be a regular event and will be looking into this.
Sadly we were a bit short staffed on the day and I didn't get chance to take any photos of the event.
Those of you who are regulars to the club will have noticed attendance dropping off recently from averaging just over 20 in the Spring to half that in recent weeks. Next weekend we are going to have a meeting with our volunteers to look at ways of getting some new members and increasing the numbers coming on Saturdays.
Monday, 10 November 2014
International Games Day Programme
International Games Day is finally upon us and we can reveal the line up for this Saturdays events.
10am - 12noon Junior Chess Club
Things will kick off with Poole Chess Club's junior chess session from 10-12. This will be on the 1st floor and is open to children aged 7-11, costing £3 per session. There are two sessions each week, 10-11 for beginners and 11-12 for improvers.
10am to 4pm Heritage Zone Quiz
All day we will be giving out quiz forms to find out how much you know about Bournemouth in WW1.
12noon - 4pm Worlds Away - The Bournemouth Library Gaming Club
At 12 noon Worlds Away will be offering the normal range of boardgames, cardgames, roleplaying and wargames. In addition to our normal output we will be running introductory games for wargames and roleplaying. The gaming club will be in the Large Meeting Room and will feature the online cardgame Hearthstone.
1pm - 3pm Wii Sports Tournament
From 1 we have a big screen Wii Sports Tournament for everyone in our second meeting room.
1:30pm to 2pm The Global Gossip Game
Once again we are taking part in the global gossip game. A secret message will be passed across the world via 80 libraries in 16 different countries, starting in Australia and ending in the USA 24 hours later. We will be receiving our message from The University Library Svetozar Markovic in Belgrade, Serbia and will be passing on our message to RAF Croughton Base Library near Brackley in the UK.
2pm to 3:30pm Children's Stay and Play
In the Children's library, using toys and games from the Bournemouth Toy Libraries, we have a stay and play session for our younger visitors and their families.
Tuesday, 4 November 2014
International Games Day
We are near to finalising our content for this years International Games Day. Earlier today I took a phone call from Phil in Australia, who is organising the Global Gossip Game, and we should have all the details with us in the next couple of days.
If all goes well we will be offering the usual mix of boardgames and wargames for our regulars as well as introductory games for new players, junior chess tuition (via Poole Chess Club), the global gossip game, a stay and play session for children and their parents, a Wii Sports tournament, the online card game Hearthstone and a selection of traditional boardgames and card games.
I'm away at Indiecon this weekend so I won't see you this Saturday, but you'll be in Lyndsey's capable hands. I hope we'll see you all at IGD
Friday, 26 September 2014
Focus On: Live Roleplay
It has been a long while since I last posted and a very long time since I said I was going to write a Focus On: post about Live Roleplay. Having spent the last 2 weekends away at LRP events I am taking the chance to write a bit about what LRP is.
Live Roleplay, or Live Action Roleplay (LRP or LARP for short) take the basic premises of tabletop roleplaying games of players taking the role of a character but rather than describing the characters actions and calculating an actions success using cards or dice, the players act out actions in real time.
LRP covers a wide range of different settings from traditional high fantasy using foam weapons to decide combat, entirely non combat modern day horror events, games based in historical periods to Sci-Fi games using NERF, Lasertag or Airsoft. In the UK the first LRP was Treasure Trap formed way back in 1982, which generated substantial press coverage including this feature on Blue Peter.
Live Roleplay, or Live Action Roleplay (LRP or LARP for short) take the basic premises of tabletop roleplaying games of players taking the role of a character but rather than describing the characters actions and calculating an actions success using cards or dice, the players act out actions in real time.
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Greek Shield Wall at Profound Decisions Odyssey LRP
Photo © Tom Garnett used under a CC-A license
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Troops marching to battle at Empire LRP
Photo by Charlotte Moss © Profound Decisions.
Used with kind permission from Profound Decisions
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There are now many different LRP groups in the UK from small local systems often based around University clubs to large festival events attracting several thousand participants. The two largest games in the UK are The Gathering run by Lorien Trust and Empire run by Profound Decisions.
There are a variety of different ways a LRP game can be organised . Linear adventures in which a group of heroes work their way through a series of encounters planning by a Games Master with the antagonists played by a team of crew are common at small to medium sized events. Social events without any combat, or an abstract combat system without weapons, is common in modern day horror such as Minds Eye Theatre (MET).
Large scale systems often have very small crew teams and primarily revolve around interactions between the player characters. Most large scale LRPs have massive battles with hundreds of participants on each side, whether these be between differening player factions or teams of enemy monsters depends on the setting.
Many games are run with limited props and costume, though there is a current trend towards high levels of production value to enable players to more easily suspend disbelief and improve the immersion within the game environment. One event that is at the forefront of this is Mythlore: New Lands which utilises the talents of professional props makers and special effects companies to produce a truly cutting edge LRP game.
Mythlore New Lands 3
SFX by LarpFX
Photo © Tom Garnett used under a CC-A License
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The UK LARP Facebook page is a good point to start if you are interested in playing LRP games as well as the LARPevents listing page.
Wednesday, 20 August 2014
The Long Summer
It has been some time since my last past, things get quite busy here over the Summer so no chance to procrastinate about gaming. Since my last post we have held 2 Summer Reading Challenge children's board game session with 10 children and their associated parents attending across the sessions. We played a lot of Jenga and the Mythical Maze game as well as Chess, Downfall, The aMAZEing Labyrinth and Creationary. Unlike the gaming club these sessions were very staff intensive with 2-3 staff and a volunteer on hand to show the children how to play the games. Whilst they were well received it may not be possible to run these more frequently given the amount of staff time that needed to be dedicated to them.
We are in the early planning stages for International Games Day, so far we are looking to add Chess and Minecraft to the activities on offer. Watch this space...
The new look newsletter should be on its way shortly so keep an eye out for that. If you don't get a copy check whether you are a member with one of the staff or volunteers.
Hope to see you all soon, though I won't be at the club to play anything for some time (I have a very busy September and October)
We are in the early planning stages for International Games Day, so far we are looking to add Chess and Minecraft to the activities on offer. Watch this space...
The new look newsletter should be on its way shortly so keep an eye out for that. If you don't get a copy check whether you are a member with one of the staff or volunteers.
Hope to see you all soon, though I won't be at the club to play anything for some time (I have a very busy September and October)
Tuesday, 22 July 2014
And now for something completely different.
Its amazing what a hashtag can do. I tweeted about my last blog post on the games for libraries workshop using #libraryplay and I immediately get 3 times more views than we normally do. I'll have to some more promoting of our blog on Twitter.
As part of our activities for Mythical Maze, the Summer Reading Challenge 2014 I am going to running a couple of family boardgame afternoons with our Children's Librarian. Recently I have been investigating the possible uses for games in libraries including listening to the "Games in Libraries and Schools Podcast", reading Scott Nicholson's Everyone plays at the Library" and the International Games Day Blog.
I'm not going to discuss the benefits of gaming in this post, more look at the reasons we are looking to run something slightly different to Worlds Away, with a different target audience and organisation. One of the particular area that is mentioned within Scott Nicholson's book is the advantage of providing a gaming experience over simply providing games. Bournemouth Libraries already provide examples of both methods of provision. We provide games and play items to lend through our toy libraries at Kinson, West Howe and Winton Libraries and some of our libraries also have jigsaw puzzle swap schemes. We also provide a gaming/play experience via Stay, Play and Takeaway sessions at our Toy Libraries, a jigsaw group at Charminster, a junior Boggle/Scrabble club at Kinson, a Scrabble club at West Howe and our club at Bournemouth Library. When providing games rather than gaming experiences customers will often, quite understandably, be conservative in their approach. They will pick games that they are familiar with and avoid games that look complicated. By providing a gaming experience we can direct customers to games that we think are suitable, exciting or educational.
The gaming club is a gaming experience but the games are not not chosen by library staff, the primary goals of the club (as far as the library service is concerned) are to provide a welcoming social space that attracts people who would not necessarily utilise the library. Essentially to provide a club that has a social value with increased footfall, borrowing and any educational benefits as an added bonus. During these family games afternoon staff (primarily me) will be selecting the games available such that they fit in with the themes of the Summer Reading Challenge and with specific learning goals e.g. Once Upon a Time for storytelling skills, The aMAZEing Labyrinth for spatial manipulation/non-verbal reasoning. The aim with these activities is to be fun and educational. To highlight the library as the prime place for informal education, a place to learn things and a place to have fun, which is not what always come to mind for many people.
We are also aiming for a distinctly different age group. The gaming club is aimed at adults and older teenagers, whereas these board game afternoons are aimed at children from age 5 and their parents. We shall see how successful these are and then look at the potential for widening our provision of gaming experiences.
As part of our activities for Mythical Maze, the Summer Reading Challenge 2014 I am going to running a couple of family boardgame afternoons with our Children's Librarian. Recently I have been investigating the possible uses for games in libraries including listening to the "Games in Libraries and Schools Podcast", reading Scott Nicholson's Everyone plays at the Library" and the International Games Day Blog.
I'm not going to discuss the benefits of gaming in this post, more look at the reasons we are looking to run something slightly different to Worlds Away, with a different target audience and organisation. One of the particular area that is mentioned within Scott Nicholson's book is the advantage of providing a gaming experience over simply providing games. Bournemouth Libraries already provide examples of both methods of provision. We provide games and play items to lend through our toy libraries at Kinson, West Howe and Winton Libraries and some of our libraries also have jigsaw puzzle swap schemes. We also provide a gaming/play experience via Stay, Play and Takeaway sessions at our Toy Libraries, a jigsaw group at Charminster, a junior Boggle/Scrabble club at Kinson, a Scrabble club at West Howe and our club at Bournemouth Library. When providing games rather than gaming experiences customers will often, quite understandably, be conservative in their approach. They will pick games that they are familiar with and avoid games that look complicated. By providing a gaming experience we can direct customers to games that we think are suitable, exciting or educational.
The gaming club is a gaming experience but the games are not not chosen by library staff, the primary goals of the club (as far as the library service is concerned) are to provide a welcoming social space that attracts people who would not necessarily utilise the library. Essentially to provide a club that has a social value with increased footfall, borrowing and any educational benefits as an added bonus. During these family games afternoon staff (primarily me) will be selecting the games available such that they fit in with the themes of the Summer Reading Challenge and with specific learning goals e.g. Once Upon a Time for storytelling skills, The aMAZEing Labyrinth for spatial manipulation/non-verbal reasoning. The aim with these activities is to be fun and educational. To highlight the library as the prime place for informal education, a place to learn things and a place to have fun, which is not what always come to mind for many people.
We are also aiming for a distinctly different age group. The gaming club is aimed at adults and older teenagers, whereas these board game afternoons are aimed at children from age 5 and their parents. We shall see how successful these are and then look at the potential for widening our provision of gaming experiences.
Friday, 4 July 2014
Games for Libraries Workshop
Just over a fortnight ago I attended a workshop in London about designing games for teaching information literacy. Information literacy is defined by CILIP (The Chartered Institute of Library and Information Professionals) as "knowing when and why you need information, where to find it, and how to evaluate, use and communicate it in an ethical manner".
Information literacy is one of the key skills for those of us who work in libraries; we don't need to know everything but we need to know how to find it. There is a great quote from Neil Gaiman "Google can bring you back 100,000 answers, a Librarian can bring you back the right one", which certainly contains more than a grain of truth.
Games and play are used extensively in education for a number of reasons. In early years education, play is central to much of the learning process; with open ended play being particularly important in procducing creative and imaginative learning for the under 5s(1,2,3). More structured games are also used to teach a wide range of topics either through specfic educational games or indirectly via more mass market products(4,5,6).
The aim of the workshop I attended was to design and prototype a game with the purpose of teaching a specific area of information literacy. The workshop started with each table playing short games (e.g. Bananagrams, Pass the Pigs, Zombie Dice, Flowerfall). These were used as ice breakers but we then went back to these games to analyses the game mechanics that were involved in the games at a later point in the session.
After a short presentation on some educational game design theory each table was given the task of coming up with a educational goal and some practical constraints for the design of their game. Our group decided to base our game on the CRAP checklist for resource evaluation (CRAP stands for currency, reliability, authority and purpose). We settled on writing a game based on evaluating resources displayed on cards against categories on the checklist decided by a dice or spinner. The winner of the game would be the first individual or team to collect the word CRAP with their cards.
There is a video explaining the CRAP game at the Games for Libraries blog along members of the teams explaining their prototypes. I am planning on making a version of the Dewey or Die! game for use in family boardgame afternoons we are planning for this summer's Summer Reading Challenge. I also have some improvements to our CRAP game (which I am renaming Cut the Crap).
A quote from Neil Gaiman on the carpet of
Gungahlin Library in Canberra
© Australian Capital Territory
|
Games and play are used extensively in education for a number of reasons. In early years education, play is central to much of the learning process; with open ended play being particularly important in procducing creative and imaginative learning for the under 5s(1,2,3). More structured games are also used to teach a wide range of topics either through specfic educational games or indirectly via more mass market products(4,5,6).
The aim of the workshop I attended was to design and prototype a game with the purpose of teaching a specific area of information literacy. The workshop started with each table playing short games (e.g. Bananagrams, Pass the Pigs, Zombie Dice, Flowerfall). These were used as ice breakers but we then went back to these games to analyses the game mechanics that were involved in the games at a later point in the session.
After a short presentation on some educational game design theory each table was given the task of coming up with a educational goal and some practical constraints for the design of their game. Our group decided to base our game on the CRAP checklist for resource evaluation (CRAP stands for currency, reliability, authority and purpose). We settled on writing a game based on evaluating resources displayed on cards against categories on the checklist decided by a dice or spinner. The winner of the game would be the first individual or team to collect the word CRAP with their cards.
There is a video explaining the CRAP game at the Games for Libraries blog along members of the teams explaining their prototypes. I am planning on making a version of the Dewey or Die! game for use in family boardgame afternoons we are planning for this summer's Summer Reading Challenge. I also have some improvements to our CRAP game (which I am renaming Cut the Crap).
- Understanding young children's learning through play: building playful pedagogies by Pat Broadhead and Andy Burt
- A child's work: the importance of fantasy play by Vivian Paley
- Child care and development by Pamela Minett
- Games in schools and libraries podcast by Giles Pritchard and Donald Dennis
- Everyone plays at the library by Scott Nicholson
- Using games to enhance learning and teaching: A beginners guide edited by Nicola Whitton and Alex Moseley
Wednesday, 2 July 2014
Stak Bots: Review
Our latest guest blogger is Taz, who has written us a review of the card game Stak Bots
Darren
Stak Bots:
Hopefully this will make many more appearances in the coming weeks.
Darren
************************************************
Stak Bots:
If you're stuck in Sheffield near Castlegate, I'd recommend popping into Patriot Games, a nice gaming shop that's often open in the evenings. I recently did just that, and couldn't resist buying something. I'll admit there weren't any specifics with that intention. I stumbled upon Stak Bots, a little deck of battling robots. The week before last the deck saw its first glimpse of conflict at Worlds Away.
Initial perusal left me distinctly unimpressed with how skill or fun could enter into the game, but I was pleasantly surprised when the bots were wielded. Stak Bots consists of 60 Bot cards, some that are dealt out so all the players have a "stak" face down, a small hand and the rest in a draw deck. The top card on the stak always has to be turned face up and shows a cute little robot, a strength, and any special conditions or entry effects. There are a selection of robots, with different strengths, abilities and graphics.
The first key point is the simplicity. One bot fights another bot, the one with the highest number wins, the other is consigned to the scrap heap. If the discarded robot leaves a face down card on the top of the stack, then it's flipped over, and any entry effects takes place. This is where it can get complex, although not difficult. One entry effect may effect another stak, causing another entry effect, which may cause another, and another, each having to be resolved before play continues with whoever started the chain of events for the rest of their turn.
A turn is very flexible, and can include scrapping your own bots, laying bots from your hand, or attacking. The only limitation is that only one specific bot can attack each round, although it can attack multiple times. Damage does accumulate, but only during that persons turn, meaning combos are useful, but keeping track of health isn't an issue.
The game is built for flexibility which is great for a club like Worlds Away where people can pick it up and adapt it to the crowd. We had a group of 6 and managed to get several interesting games with all sorts of combos and effects happening, with winners and losers changing place too often to keep track. It's also great for quick games, so with an hour left, there's still plenty of gameplay to be had and minimal setup unlike many of the standard games.
All in all it's a great quick, flexible game that anyone can join in with, and as it's just a pack of cards can easily be brought along without prior planning. It has one of the best fun to size ratios!
Taz
Friday, 6 June 2014
June club dates
Evening ladies and gents
All being well I should be along for the start of tomorrows session but I'll have to leave you early as I'm going karting later in the afternoon.
We will be in the smaller meeting room and 1st floor office again this week as the Bournemouth Society are holding their monthly talk in the large meeting room. Flirt is also hosting a couple of events that might be of interest. Tomorrow daytime they have a comic book event with award winning writer and artist Fwah Storm and in the evening Bag of Holding are running their monthly games night.
Next weekend the gaming club will be starting a little later than normal as we have the Coda Fiddle Orchestra playing a concert. This combined with a language course and writers event means we won't be able to get into the large meeting room until about 1:30. Obviously you're welcome to turn up early and listen to the concert, but there won't be any space for war games until later. I may be able to wrangle some space for boardgames or roleplaying earlier than 1:30 but I can't guarantee I'll be able to fit everyone in.
We are back in the large room for the 21st and 28th, though there are other bookings immediately prior to the club so be nice and let them sort their stuff out before piling into the room!
Its been ages, so I look forward to seeing some of you tomorrow.
All being well I should be along for the start of tomorrows session but I'll have to leave you early as I'm going karting later in the afternoon.
We will be in the smaller meeting room and 1st floor office again this week as the Bournemouth Society are holding their monthly talk in the large meeting room. Flirt is also hosting a couple of events that might be of interest. Tomorrow daytime they have a comic book event with award winning writer and artist Fwah Storm and in the evening Bag of Holding are running their monthly games night.
Next weekend the gaming club will be starting a little later than normal as we have the Coda Fiddle Orchestra playing a concert. This combined with a language course and writers event means we won't be able to get into the large meeting room until about 1:30. Obviously you're welcome to turn up early and listen to the concert, but there won't be any space for war games until later. I may be able to wrangle some space for boardgames or roleplaying earlier than 1:30 but I can't guarantee I'll be able to fit everyone in.
We are back in the large room for the 21st and 28th, though there are other bookings immediately prior to the club so be nice and let them sort their stuff out before piling into the room!
Its been ages, so I look forward to seeing some of you tomorrow.
Wednesday, 4 June 2014
Focus On: Roleplaying Games
Its only taken me four months, but here is the second of my Focus On series of blog posts, this time on roleplaying games.
The basic concept of roleplaying games, that of taking the role of a character and acting out or describing their activities is as old as human civilisation. From the games of Cowboys and Indians played by children all over the world to the improvisation theatre of Commedia dell'arte, roleplaying has ubiquitous to society for centuries (possibly even millenia).
The first publication of what we would now term a roleplaying game was Dungeons and Dragons by Gary Gygax and Dave Arneson in the mid 70's. D&D had developed from earlier fantasy wargames Chainmail and Blackmoor with the focus moving from battles between armies to playing individual characters carrying out heroic quests. Soon after the publication of D&D a whole range of other games were published including Runqeuest and the Sci-Fi game Traveller, both of which are still have an avid following.
Since then the number of roleplaying games has expanded considerably, the website rpggeek.com lists a total of 4649 different RPGs written by 26,681 games designers. Conventions are held all across the UK including three run just a stones throw from Bournemouth, these being Conception, Consequences and Indiecon - all run at Naish Farm holiday park. RPGs cover pretty much every genre you can imagine from the high fantasy of Lord of the Rings to gritty low fantasy Saxon history, the space westerns of Firefly to the dystopian future of SLA Industries. There are also plenty of games firmly set in the real world ranging across all era's of history. There are horror games, investigative games, heroic games, political games, comedy games... you name it there probably is a roleplay game for it.
Players in roleplaying games typically take on the role of one character and act out or describe their actions in response to the situaton that is described or acted by the games master. The games master, or GM, plays all of the non player characters, writes the story that the players will be interacting with and often acts as an arbiter or referee in the game. GMs are called by a variety of names that often make reference to the specific part they will play in the game, from Dungeon Masters in D&D, Storytellers in Vampire to Marshalls in Deadlands. In most games whether a characters actions are successful or not are decided by comparing some form or random element (commonly dice or cards) against a set of characteristics or test difficulties. Some games dispense with these mechanisms entirely but these are in the minority.
Roleplaying is just one of a variety of narrative games and storytelling activities. I have already discussed some of the similarities and differences between roleplaying and other storytelling activities in this post. As described in that post, these narrative games tie in particularly well with the traditional focus of libraries.
In the next Focus On post I'll talk about live roleplay.
| Four Commedia dell’Arte Figures: Three Gentlemen and
Pierrot by Claude Gillot
|
The basic concept of roleplaying games, that of taking the role of a character and acting out or describing their activities is as old as human civilisation. From the games of Cowboys and Indians played by children all over the world to the improvisation theatre of Commedia dell'arte, roleplaying has ubiquitous to society for centuries (possibly even millenia).
The first publication of what we would now term a roleplaying game was Dungeons and Dragons by Gary Gygax and Dave Arneson in the mid 70's. D&D had developed from earlier fantasy wargames Chainmail and Blackmoor with the focus moving from battles between armies to playing individual characters carrying out heroic quests. Soon after the publication of D&D a whole range of other games were published including Runqeuest and the Sci-Fi game Traveller, both of which are still have an avid following.
Since then the number of roleplaying games has expanded considerably, the website rpggeek.com lists a total of 4649 different RPGs written by 26,681 games designers. Conventions are held all across the UK including three run just a stones throw from Bournemouth, these being Conception, Consequences and Indiecon - all run at Naish Farm holiday park. RPGs cover pretty much every genre you can imagine from the high fantasy of Lord of the Rings to gritty low fantasy Saxon history, the space westerns of Firefly to the dystopian future of SLA Industries. There are also plenty of games firmly set in the real world ranging across all era's of history. There are horror games, investigative games, heroic games, political games, comedy games... you name it there probably is a roleplay game for it.
Players in roleplaying games typically take on the role of one character and act out or describe their actions in response to the situaton that is described or acted by the games master. The games master, or GM, plays all of the non player characters, writes the story that the players will be interacting with and often acts as an arbiter or referee in the game. GMs are called by a variety of names that often make reference to the specific part they will play in the game, from Dungeon Masters in D&D, Storytellers in Vampire to Marshalls in Deadlands. In most games whether a characters actions are successful or not are decided by comparing some form or random element (commonly dice or cards) against a set of characteristics or test difficulties. Some games dispense with these mechanisms entirely but these are in the minority.
Roleplaying is just one of a variety of narrative games and storytelling activities. I have already discussed some of the similarities and differences between roleplaying and other storytelling activities in this post. As described in that post, these narrative games tie in particularly well with the traditional focus of libraries.
In the next Focus On post I'll talk about live roleplay.
Wednesday, 28 May 2014
The Power of Play
This post is by Phil Minchin and is cross posted from the International Games Day Blog.
Phil worked in publishing, arts production, NGO governance and campaigning, and library IT in Melbourne, Australia. There he got interested in the evolving relationships between libraries, communities, games, interactivity, systems and UI design. He now presents and consults to libraries and game companies on these issues, helping to develop games & interactivity strategies that blend the best of old and new media to support intelligent, literate engagement across the full range of modern culture Phil coordinates the Global Gossip Game for IGD and rang me up from Australia to ensure that everything ran smoothly, that's commitment for you.
Thanks to Phil for letting us post this here.
Play is to games what reading is to books: the underlying verb that enables the noun, but is applicable well beyond it. Reading, as a peculiar eye-based (also finger-based, and even - thanks to audiobooks - increasingly back-to-being-ear-based) subset of listening, is used for signage, notes, instructions, lists, and a ton of other chunks of information and culture besides books. Likewise, play is used for many things beyond formal games: teasing, joking, various informal contests and challenges, notional tinkering, creation, and many more. As such, it’s worth pointing out the many important aspects of life empowered by play.
Here's a list of a few key areas in which play is crucial:
To be clear, I am not saying that frivolity should reign supreme and that work doesn’t matter. I’m trying to break the false opposition of play and work (they may be very much in tension in some respects, but play is ultimately a form of self-imposed, more-or-less self-directed work; the best work feels like playing; and the best workers are those who work in that playful, motivated, engaged way), the false association of play and frivolity (one can play seriously, and grimly grind away at something completely frivolous, and these are not the same thing), and the false assumption that frivolity is inherently unworthy. (See this post on fun.)
Play is central to our humanity. It has produced many of the best parts of our collective and individual experiences, and enabled us to find solutions to (and, failing that, temporary escapes from) many of the worst. For us to continue to treat it as an inferior part of culture, when it is in varying forms and ways a central part of all culture, is a mistake we should not continue to make.
Phil worked in publishing, arts production, NGO governance and campaigning, and library IT in Melbourne, Australia. There he got interested in the evolving relationships between libraries, communities, games, interactivity, systems and UI design. He now presents and consults to libraries and game companies on these issues, helping to develop games & interactivity strategies that blend the best of old and new media to support intelligent, literate engagement across the full range of modern culture Phil coordinates the Global Gossip Game for IGD and rang me up from Australia to ensure that everything ran smoothly, that's commitment for you.
Thanks to Phil for letting us post this here.
Darren
********************************
Play is to games what reading is to books: the underlying verb that enables the noun, but is applicable well beyond it. Reading, as a peculiar eye-based (also finger-based, and even - thanks to audiobooks - increasingly back-to-being-ear-based) subset of listening, is used for signage, notes, instructions, lists, and a ton of other chunks of information and culture besides books. Likewise, play is used for many things beyond formal games: teasing, joking, various informal contests and challenges, notional tinkering, creation, and many more. As such, it’s worth pointing out the many important aspects of life empowered by play.
Here's a list of a few key areas in which play is crucial:
- Innovation – There is tremendous value in a systematic grinding-through of possibility spaces, but the fact remains that play is a phenomenal way to apply the power of the brain to exploring new ideas. It’s telling that computers, which excel in the first kind of problem-solving, are still taking longer than human brains (at least those with an aptitude for this sort of thing) to solve questions of protein-folding, RNA-shaping and similar activities. Regardless, in an economy increasingly driven by innovation, play is only becoming more important as a life skill.
- Freedom – The essence of play is a pocket of possibility-space which may be shaped and limited by external constraints, but produces a place and time in which unconstrained action according to one’s nature is possible. (Even a formal game may have rules, but if there’s no room for individual decisions and/or skill, i.e. for a player to actually play it, it’s not much of a game!) In political-economic contexts, this quality reads an awful lot like “freedom”. This isn’t a coincidence.
- Health (including happiness) – Just on first principles, it should be obvious that play – activity that expresses and exercises one’s nature, determined by internal impulses rather than external ones – will tend to be conducive to health and general wellbeing. And there’s a ton of research to support this. At the most obvious level, physical play (fun exercise) tends to be good for physical health. Mental play sharpens memory, focus, perception, comprehension, and decision-making, hence the profusion of “brain-training games” (and see again the talk linked earlier, Your Brain on Video Games). Setting meaningful challenges for ourselves, whether through a formal game/program like Superbetter or informally, not only helps us overcome particular obstacles but trains us to expect that obstacles in general can and will be overcome. Social play (such as Werewolf) uses and expands on our connection to others.
- Learning – This is obvious from the links to innovation – which could partly be defined as “learning things nobody else yet knows”! – but if anything this is the primary purpose of play (and the fact that it’s good for our health is because learning things is healthy, is what our organism is naturally disposed to do). This is so much the case that (as I mention in the post on innovation) the quote I used for the Global Gossip Game in 2013, “play is training for the unexpected”, was not from educational theorists but from mammalian biologists Špinka, Newberry and Bekoff. Clearly the drive to learn and experiment is ingrained in us at a bodily level… hence, again, the links to health!
- Promoting activity – I’m talking here not just about physical activity, but the assumption that thought and analysis will lead to concrete action: play isn’t just about comprehending the systems with which the game’s creator has presented you, it’s about you doing something with them. That leads to better thinking and better acting, as well as more productive uses of both.
- Inclusion and community-building – In addition to being a way to foster community connectedness, play is a way for people to explore difficult issues such as discriminatory beliefs and the ways that they shape behaviour (which in turn feeds back into beliefs), and also to spend time with other folks and learn about them as actual individuals rather than instances of a stereotype, both in relative safety and comfort.
To be clear, I am not saying that frivolity should reign supreme and that work doesn’t matter. I’m trying to break the false opposition of play and work (they may be very much in tension in some respects, but play is ultimately a form of self-imposed, more-or-less self-directed work; the best work feels like playing; and the best workers are those who work in that playful, motivated, engaged way), the false association of play and frivolity (one can play seriously, and grimly grind away at something completely frivolous, and these are not the same thing), and the false assumption that frivolity is inherently unworthy. (See this post on fun.)
Play is central to our humanity. It has produced many of the best parts of our collective and individual experiences, and enabled us to find solutions to (and, failing that, temporary escapes from) many of the worst. For us to continue to treat it as an inferior part of culture, when it is in varying forms and ways a central part of all culture, is a mistake we should not continue to make.
Phil Minchin
Thursday, 22 May 2014
Violence Solves Everything - Modelling the Mordant 303rd Part 2
With some proper female miniatures in place I now have the job of converting and painting figures to represent my long term Dark Heresy character and the PCs and NPCs in the Only War prequel campaign that I am running. In the roleplaying game roughly half of the Regiment is female, I doubt I'll manage anywhere near that in the 40K army but I aim to create all of the important players from the campaign
I am planning on making two versions of my character, Veteran Sergeant Rizpah Jair.
Female Arcadian Guard from Victoria Miniatures.
Metal Cadian with head sawp for size comparison
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The second version will be the hardened veteran who faces the horrors of purestrain genestealers when her company are almost entirely destroyed whilst reconnoitring a space hulk. The bright hair is long gone, now dyed black, and her face is heavily tattooed in the style of black metal makeup. In addition to her standard regimental equipment she also now carries a pair of Triplex pattern "Fury" assault laspistols and a trophy knife fashioned from the claws of a Tyranid.
In my next Mordant related post I'll introduce the other PCs and NPCs of the Only War campaign that I intend to convert for my 40K army.
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