Playing Dungeons & Dragons Like Royalty!

Dungeons & Dragons (or any roleplaying game, for that matter) is about telling a story together. Many Dungeon Masters go above and beyond to immerse players in the roleplaying experience.

Some use miniatures or models atop battlemats to help players visualize the events that are taking place (especially combat). Others use music to set the tone, create atmosphere, or provide dramatic effect.

These little bits of set dressing can be simple or elaborate, but they all contribute to a better roleplaying experience.

Now imagine if you could turn the dial up to 11 and really immerse yourself in your setting. Say, by playing D&D in an actual castle.

That’s the idea behind D&D in a Castle, a special event being held in Challain-la-Potherie, France, from July 1st to the 5th.

Check out the sales pitch:

Spend four days playing Dungeons and Dragons in a castle with world class DMs in a vacation like none you have ever experienced. Retreat into a magnificently restored castle for a spot of luxury, relaxation, and, of course, role-playing.

Yup, a team of professional Dungeon Masters help attendees to build their characters and familiarize themselves with the game before they even walk through the door. And after that, there are two daily RPG sessions and optional ones in the evening.

Over the course of the five days, you are guaranteed to play at least 24 hours of Dungeons & Dragons.

Now THAT is immersion.

With names like Jeremy Crawford (the lead rules developer for D&D) and Satine Phoenix (actress, artist, and DM) involved, this is sure to be a massively creative event, and I am thoroughly envious of anyone and everyone attending.

This will certainly raise the bar for D&D night at the house afterward. Dimming the lights and putting on some mood music will pale in comparison to the palatial spread at Challain-la-Potherie.

Of course, if you’re looking for a more affordable option here in the US, I highly recommend Troll Haven in Sequim, Washington. The Gate Keeper’s Castle is absolutely awesome, and the perfect setting for a LARP, an escape room, or some immersive D&D.

Just be careful if you invite a rogue to the castle, folks. They have sticky fingers.


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International Tabletop Day Is Only a Day Away!

Tomorrow is International Tabletop Day, and although we celebrated a bit early around here, there are numerous options for things to do on the day in question.

Saturday, April 28, is the sixth annual International Tabletop Day, and whether you play board games, role-playing games, card games, dice games, puzzles, or logic games, this is the holiday for you, family, and friends to come together and enjoy games.

And there are events happening all over, so if you think you won’t be able in indulge in some tabletop gaming delights, you might be mistaken. There’s a searchable map of Tabletop Day events on the official holiday website, and with even a cursory search, you can find so many awesome, fun events being held tomorrow!

For example, let’s look at my home state, Connecticut. There’s plenty of cool events to check out all over the state.

Gamer’s Gambit in Danbury is hosting all day, including game demos, raffles, a Settlers of Catan tournament, and competitions for games like Codenames and Kingdomino!

In New Haven, our friends at Elm City Games are offering a two-for-one day-pass deal, a potluck meal, and more!

If you don’t have a regular gaming group, Hawkwood Game Cafe in Milford is hosting an open table meetup at 3pm on Saturday! It’s a great way to meet fellow game fans, try out some new games, and socialize! Plus they’re running a contest to see who can build the tallest Jenga tower!

And in Middletown, The Board Room, a board game cafe, is running demos all day, so you’ll have opportunities to sample games as diverse as Codenames, Spyfall, Illimat, and Dungeons & Dragons!

But it’s not just game cafes and local game shops participating! Libraries are also getting in on the fun.

For instance, Stratford Library is showing off their new board game collection at their Tabletop Day event. Learn games like Settlers of Catan, The Resistance, and Tsuro while enjoying snacks with fellow game devotees! And feel free to bring your own favorite games to show off!

This is just the tip of the iceberg when it comes to International Tabletop Day events, my friends. With stores and communities hosting game sessions all over the world — including online! — there has never been a better time to get out there and hang out with fellow board game, card game, and RPG players.

Are you attending an event (or hosting an event) tomorrow? Let us know, we’d love to hear from you!


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How Women Have Shaped and Changed the World of Roleplaying Games

About a month ago, I wrote a blog post about Elizebeth Smith Friedman, one of the founders of American cryptography as we know it. One of the goals of that post was to help correct the historical record and restore Elizebeth to the prominence, accolades, and attention she so richly deserves.

A friend of mine and fellow tabletop roleplayer read that post and pointed me toward this article from Kotaku last year about the early influence of women on the development of the iconic roleplaying game Dungeons & Dragons. One of the first playable modules, the “Sage Advice” column of Dragon magazine, the inimitable art style (and maps), the long-running D&D series of novels… women played vital roles in crafting the world of D&D as many of us know it today.

This may come as a surprise to some people, given how pop culture tends to present roleplaying in general as an all-male nerdy pursuit. (The Big Bang Theory, for instance, often pushes the idea that girls don’t play D&D.)

But to me, it’s no surprise at all that women played such important roles in the development of one of tabletop gaming’s most famous franchises. Women have always been a part of roleplaying in my experience. Whether we’re talking LARPs (Live-Action RolePlaying) or tabletop, in my group of friends, female players were the norm.

The longest-running game I’ve ever been a part of — one that we’ve played on and off for over a decade — has had a brilliant female DM [dungeon master / game runner / storyteller]. Women made up half of the players in the Star Wars-based RPG campaign I ran for nearly seven years. The all-guy game that serves as the cliche sitcom punchline was rarely the case.

But I never want to assume that my experience is the same as everyone else’s. So I decided to reach out to some of the female RPG fans, game-runners, and creators I know to get their take on roleplaying games.

How did they get into RPGs? What effect has roleplaying had on their lives, their own personal creativity, and so on? And has the roleplaying world changed, either favorably or unfavorably, for them as women during their time as roleplayers?

To start, I think my friend Addie wrote the perfect intro:

Twenty years ago I was dating a guy who asked, “Do you want to play Dungeons & Dragons?” and not really knowing what it was I said, “Sure why not.” Ever since that first game it felt like I found something that I was looking for, a doorway to a fantasy world I was unfamiliar with yet interested in.

D&D was the first step into a world that introduced me to other means of roleplaying, from LARPing to MMO’s [massive multiplayer online games] to text-based games online. It allowed me to exercise my creativity and become more comfortable with writing. It lead me to learn that I love to write, especially creating characters, and eventually I even co-started a text-based Marvel game called MUCK that had a successful seven years until I burned out and couldn’t run a game on my own anymore.

Sometimes, it’s a boyfriend who introduces the game. Other times, it’s a friend, as in Lindsay’s experience:

I started gaming when I was 14 or 15 (1990ish) when my female best friend bought a copy of the AD&D Player’s Handbook, Dungeon Master’s Guide, and Monster Manual [the three core books required for D&D] on a whim one day and she ran a game for me and her brother and, I think, a friend of her brother’s.

I’d been exposed to the idea of D&D several years before when the blue box set came out, and another female friend’s brother had it and the dice on his desk. I was utterly fascinated by the idea and wanted to play, but of course we were the Little Sister and friends, so we weren’t invited.

In Jala’s case, it was her sister:

When I was 10, my sister brought home a boxed set of D&D (the original edition) which had a map, module & etc. She was my first DM and first tabletop RPG buddy… RPGs were a way to bond with my sister originally, and later on when online RPGs were a thing it was the manner in which my sister met her husband, and the way I met my best friend (now ex-husband, though we are still friends).

But no matter how they discovered roleplaying, it made an immediate impact.

Beverly credits quite a bit to her experience roleplaying:

It changed my life by helping me form and solidify friendships. I even met my second husband because of RPGs (online and not pencil and paper) and that’s pretty rad.

It also helped me gain some confidence early on when I started game-mastering. I was pressured (in a friendly way) to try my hand at being a game master. I didn’t think I could do it, but I was with a group of trusted friends and I tried it out. It went pretty well, and because being the leader and helping guide the story had gone well in that trusted environment, I felt more empowered to try it at a small convention with people I didn’t know as well.

Those people ALSO had a good time, and each experienced helped me feel more capable in speaking in front of strangers, and if I’m being perfectly honest, also how to fake a bit of confidence at first to help me get started.

Lindsay also credits gaming as a huge factor in her life:

How has gaming affected my life? I laugh: it has been one of the two biggest parts of my life for most of my life. I met the most important people in my life through gaming, whether it be tabletop, writing for the games, or LARPing: my best friends since high school, my general social group, and my husband.

Gaming certainly helped broaden my creativity — collaborating with my best friends when we wrote tournaments or created a whole world to set games in brought so much to the forefront. Cultural knowledge, intricacy in political situations, and depth of character all came into it and we all boosted each other’s creativity. I also like playing all different races, classes, attitudes, and genders when I play — just to see what it’ll be like and to bring different parts of my personality out.

That being said, there has definitely been a sea change in how women in roleplaying have been viewed over the last twenty to thirty years.

Beverly: I have been at it in some form or another since about 1992 and mostly I have had good experiences but there have been some pretty bad ones. I think it has gotten a bit better for me over the years, but admittedly I am not as into it as I used to be.

Addie: The world has definitely become more welcoming to female gamers, at least in my experience. For many years I hid my gender online when roleplaying or playing MMOs, tending to play male characters. I never told anyone I was female but I didn’t tell anyone I wasn’t male and just let them assume. I’m sure there are people out there who are still convinced to this day I was a dude behind the screen.

Now, I have no issues with hiding my gender. The harassment isn’t there like it used to be, I’m not the “golden egg” of female roleplayers anymore.

Lindsay’s experience working inside the world of RPGs grants her a particular insight into how things have changed:

As for my own career, I wrote and edited for several game studios throughout my 20s and 30s. White Wolf in particular liked employing women in the office, but I don’t think that was really because they were committed to diversity. I think it was more because “Wimminz In Gamez Iz Edgy and Cool.” Yes, the women were incredibly capable and remain powerful writers and gamers, but still.

I work in a comic, card, and game store now, the same one where I host and play games. The customers’ attitudes are a mixed bag, really, but overall they are friendly and respectful of me as a woman and an expert. Some are overtly sexist and assholes about it – “uh, can you get [man]? I have questions. No, I don’t think you know about this, can you just get [man]?”

And yep, I know more than the man does.

That idea of “nerd cred” being checked, unfortunately, isn’t the exclusive domain of male players. My friend Athena confessed that female players can also make it hard to get into gaming:

I didn’t want to identify myself as a female RPGer to those that may attack me. I readily tell people I enjoy tabletop, RPG, and other video games in real life, but often (especially in groups of people that already somewhat know me) when I say “oh I love that game”, I get checked for my nerd card. Testing responses from people trying to make me prove I actually am a gamer… I got into D&D in the early days of high school because it looked like fun and my friend-group played. Since then, I personally have always found it somewhat difficult to “break into” new groups.

It’s been a generation since the early days of D&D, and thankfully, being a female RPGer is far more common, even if it can be hard for new players to get started.

Addie: It’s also nice because female Roleplayers aren’t the rarity they used to be.

Lindsay: I also feel like being a woman among gamers gives us a way to feel special sometimes in a world that stigmatizes, belittles, or outright ostracizes smart, creative women who don’t fit the physical or otherwise mold of what a Strong Female Character ought to be. It seems like a poor sort of evaluation, but … it’s true. Among the usual population, we’re just kind of weird, with weird interests. Among gamers, we’re rare and fascinating. That’s nice to feel sometimes.

And on the other hand, that same rare and fascinating thing crosses very quickly, very often into creepiness and even sexual inappropriateness. It’s kind of scary sometimes as a woman to walk into a new game group and have no idea what the guys are going to be like.

Jala: I can’t say that I ever experienced the kinds of horror stories you read about on Buzzfeed, myself, so my personal exchanges have ranged from being blase (occasionally with new folks I didn’t know) to absolutely hilarious (when my gay male friend was playing a flirty straight woman and I was playing a straight man whom his character hit on for example, the role reversal was funny to everyone). The respect of my personal authority was never challenged even as a teenage female DM with older people as my players, although I did exasperate a DM or two with my out-of-the-box thinking as a player. That, however, had nothing to do with my gender.

Athena: Whenever I play tabletop games — Magic, board games, D&D. etc. — the (mostly male) players don’t care AT ALL who I am. It’s generally an extremely welcoming community in person.

Lindsay: Things have absolutely changed over time. Women have gone from being only princesses to be rescued; bar wenches; prostitutes; and the subject of lonely-artist posters to writing the rules systems; being the examples of particular classes or races in said books; having a voice and presence online and in media; and more respected equals as players and writers. We still have things to overcome, but we have come SO far.

Jala: Initially although my “core group” was comprised of my sister and whatever friends (all male) we could rope into it, these days there are many more female gamers of all flavors. From being an outlier in what was a fairly esoteric and clique-filled community, I have (female and male) friends who own comic & gaming shops and run games for kids and single-session adventures for those who can only drop in from time to time. I think that the voice of women is more pronounced now and there is definitely more representation of my gender out there which is great.

Addie: When I was at PAX EAST in 2014 and playing the Pathfinder Mods, one of the random groups my friend and I got put together with ended up being all females. We had so much fun we played three modules together and the GM was shocked to find out we weren’t a regular group, just a handful of pairs of strangers. We weren’t put together because all of us were female, we were put together because we were the players waiting for a group. Ten years ago, there wouldn’t be enough women at a Tabletop booth to put a 7-player group together.

Although things are changing and the pendulum of acceptance and inclusiveness is swinging in the right direction, it’s still amazing the impact that one or two strong female voices can have in attracting and empowering other players.

Lindsay: A guy came up to me at the game store I work at to ask me how many women play D&D. He said his wife and he had played some online D&D and loved it, but she in particular was hesitant to try it in person because she felt uncomfortable with the idea of being a female newbie in a room full of guys.

I realized that this reluctance might be more common than anyone realized, and I thought about the fact that even I, a lifelong gamer, am always reassured when there’s even one other woman on a table. Thus was born my Thursday women-only D&D table. Now I have more interest than seats available at the table! One of my players said, after the last session, that she really, really enjoys playing with just women, that there’s so much less pressure to know everything off the top of your head and that roleplaying is so much more fun.

My stated goal with the game is not only to give women a table of our own but also to welcome and encourage newer gamers or total beginners. It’s a safe space for all women, and I specified that trans women are women and therefore welcome too … Safe. Space. And we’re having a good time!

Addie: I’ve also found that being a female roleplayer with 20 years of D&D under her belt, I’ve been able to help other, younger, women with getting into tabletop roleplaying. A lot of the younger roleplayers I meet online nowadays are mostly younger females who do a lot of text-based roleplaying. Now that they’re starting to get their feet wet with tabletop, they’ve come to me with questions, and I thoroughly enjoy being a “Geek Mom” to young girls.

It was a privilege talking to these women and gaining some valuable insight into the world of roleplaying games from their point of view. Just reading these stories made me even more grateful that my personal experiences with RPGs have been so positive. Seeing these amazing, creative, hilarious, and brilliant women help to shape the roleplaying community for the better… it’s something special.

I’d like to close with something Lindsay said. It is part optimism, part mission statement, and wholly appropriate to the subject at hand:

When things like Gamergate simply don’t happen any more because women’s voices are automatically respected, we’ll have gotten somewhere. Meanwhile, I’ll keep reaching out to women in gaming and helping the ones I can as well as doing what I love best.


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Congratulations to Elm City Games!

I talk a lot about the puzzle/game community, my fellow puzzlers and PuzzleNationers, and so on, and that’s because, deep down, the community is one of my favorite things about being a puzzler and game enthusiast.

There are many cool, inspiring, and brilliant people that contribute so much to the world of puzzles and games, making it ridiculously fun to be a part of, and today, I’d like to give a shout-out to one particular member of that community.

Elm City Games is celebrating its second anniversary this Saturday with a party and potluck event, and I’m overjoyed for them. They truly put the “Friendly” in Friendly Local Game Shop, representing the best aspects of the puzzle/game world.

I got to explore Elm City Games when they hosted the first Connecticut Festival of Indie Games back in May of 2016. They threw open their doors to dozens of aspiring and established game designers and a slew of game fans, and to this day, it remains one of the best puzzly events I’ve ever had the privilege of attending.

One of the coolest and most inclusive spots in Connecticut for game lovers, they even host board game mixers on Fridays so you can meet fellow players and try out any number of games from their incredible in-house library. (They’ve also cultivated a choice selection of games for purchase in the store, including rarities and lesser-known titles.)

To celebrate the occasion, they’re hosting events all day (starting at noon) like learn-to-play sessions of Dungeons & Dragons, game tournaments, and more!

What more can I say? It’s a great spot run by rad people. So if you’re anywhere near New Haven, CT, on Saturday, swing by to wish Matt and Trish well, enjoy some games, and support a terrific local hub for all things great about gaming.

[Elm City Games is located on the 2nd floor at 760 Chapel Street, New Haven.]


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The Weird, Wonderful World of Dice

[Image courtesy of ThoughtCo.]

Dice have been an integral part of gaming for centuries. They’re the simplest way to introduce randomness to a game.

The six-sided die is, by leaps and bounds, the most familiar die. The d6, as role-players call it, is a staple of classic board games like Yahtzee and Clue, as well as the centerpiece of role-playing systems like GURPS.

But the d6 is hardly the only kind of die you see in gaming. Plenty of games and role-playing systems rely on dice of other shapes in order to run smoothly.

[Image courtesy of Wikimedia.]

If you play World of Darkness role-playing games like Werewolf or Vampire: The Masquerade, then the d10 is your friend. If you enjoy updated editions of Dungeons & Dragons (or even board games like Unspeakable Words or Scattergories), the d20 is a familiar sight, whether it has letters or numbers on it.

A standard dice set for beginners Dungeons & Dragons contains six different dice shapes: a pyramid-shaped d4, a d6, a d8, a d10, a d12, and a d20. (Many come with 2 d10s, one with single digits and one with double digits, allowing you to calculate percentages).

[Image courtesy of Instructables.]

Heck, if you think about it, flipping a coin to decide something is simply rolling a two-sided die.

But when you start delving into the history of games, it’s amazing to see just how far back some of these traditions and conventions go.

Did you know that The Metropolitan Museum of Art has a d20 in its collection?

Dating back to Roman times (somewhere between the 2nd century BC and the 4th century AD), the above die is inscribed with Greek letters. It’s not certain if this particular die was used for games or religious divination, but there’s no doubt it’s a beautiful example of craftsmanship.

And this is just scraping the surface. One of my favorite dice in my collection is an oversized 3D-printed d20 with Braille markings for every number. Such a cool piece.

Can you think of any strange dice in favorite games of yours, fellow puzzlers? We’d love to hear about them! (Unless they’re fuzzy dice hanging from your rearview mirror. Those don’t make reliable rolls in regular gameplay.)


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PuzzleNation Product Review: Brad Hough’s The Maze

Mazes are nothing new to even the most casual solver. Whether it’s a puzzle collection, a place mat at a chain restaurant, or a coloring book loaded with time-filling activities, we’ve all traced a path through a maze with pencil, crayon, or marker.

But in most paper-and-pencil mazes, we look down on the map from above, so we have the advantage of perspective, the ability to spot dead-ends ahead of time, the opportunity to make wiser choices with more information.

As anyone who has ever tackled a corn maze will tell you, maze navigation is far more challenging when you’re inside the puzzle itself, rather than observing it from a bird’s-eye view.

And that’s what makes Brad Hough’s The Maze series of puzzle books something different and far more challenging: they’re mazes designed from the first person perspective. You must imagine yourself walking through this maze, selecting each turn and hoping it will lead you to the promised land.

It’s a marvelous concept, offered in a variety of difficulty levels according to the size of the maze:

  • Easy is a grid of 5 rooms by 5 rooms.
  • Normal is a grid of 7×7.
  • Moderate is 9×9, Challenging is 12×12, and Intense is 15×15.

As you make your choices, you’ll flip to different pages in the book, just as you would in a Choose Your Own Adventure-style story, maneuvering your way to either a dead-end (forcing you to turn back) or your desired exit.

But those are the only decisions you’ll make. There are no monsters to slay or traps to navigate, as there are in labyrinths in Dungeons & Dragons. There are no moral conundrums to unravel, as in Choose Your Own Adventure books. There is simply The Maze… and you. This is bare bones storytelling designed as both a pure puzzle-solving experience and as a blank skeleton upon which you can built your own story.

There are no tricks or endless loops to wander into. This is a fair challenge meant to be unraveled by crafty minds with excellent spacial skills.

Although The Maze lacks the frills of many other labyrinth-style puzzles, it does a marvelous job of portraying the sort of blindness and trepidation that comes with actually residing within a maze, knowing that each choice is more crucial the farther you venture forth.

The Maze (in various sizes) is available from Amazon and other online retailers.


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