The Gamer Nation’s Seat Of Power

 

Recently I was hanging out at Chris Fox’s site, Ramblings Of A Mad Gamer, and came across a very well-written editorial on the demise of the local game shop.  Chris talks about the problems facing independent game store owners more articulately than I ever could, so I’ll leave that to him.  But his editorial (and his loving descriptions of game stores he has known) got me to thinking about gamers and how attached we get to our typical game spots.  One of the attractions of tabletop RPGs is that you can play just about anywhere, and over the years I’ve gamed in dining rooms, basements, cluttered two-bedroom apartments in which five people and four pets lived, school cafeterias, moving vehicles, and in classrooms while I was supposed to be studying for finals (to name just a few).  Yet the places we play are sometimes just as important and memorable as the games.  Why is that, anyway?

 

I am no exception to this rule.  During my high school days in Wisconsin, I spent many long and pointless hours hanging out at a place called the Adventurer’s Guild.  To this day, I get dreadfully nostalgic about the place.  Around 1998 or so, it opened under the name Game Domain in a failing mall with about 10 stores remaining.  The mall was eerily quiet, with nothing but the noise of the air conditioning and recycled Muzak to break the silent monotony of empty storefronts, and then you'd walk into GD and it was suddenly the loudest place on earth.  (My friends used to run around the abandoned food court playing laser tag at 2 in the morning, and only once got in trouble for it, but that's another story.)  The place was gamer heaven--video and computer games, pool tables, cards and books, weekly Magic: The Gathering tournaments.  When it first opened I'd been playing Magic for around a year (and my Militant Feminist Enchantress deck of entirely female creatures was the scourge of the North High lunchroom, mwahahahaha!), and I started going there intermittently to meet friends and get to know fellow players.  Somewhere in there the management changed, Game Domain became the Adventurer's Guild, and the new owners decided to move their business out of the dying mall and into a larger location very near to the local university.

 

It's "the Guild on Water Street" that brings back some of my fondest memories.  I became a fixture there almost by accident.  In November of 1999, I dropped by the just-opened new location for the first time, having been told there would be a "2600" meeting there that night (and, more specifically, that a guy in whom I was interested would be there...).  Hacker boy never showed, but I did find a rather large group of my friends and acquaintances there, getting ready for the last session of their long-running AD&D campaign.  They talked me into playing an NPC who turned out to be the major villain.  It wasn't my first time gaming, but I consider it to be my first real session.  I won't get into the details of the night (or the truly humiliating death my first ever D&D character died), but suffice to say I was hooked from then on, and started dropping by the Guild every Friday night to game until the wee hours of the morning.

 

Those of you who have delved into my poetry on this website may have read a poem entitled “The Game Room.”  Well, that was the back gaming room at the Guild, a truly cool (if somewhat unkempt) place where we hosted our weekly campaigns.  The game room had a nice big table, plenty of chairs and couches (all of which had seen better days), a marker board, and plenty of scantily clad elf chick posters on the walls, about which I complained every time we gamed.  However, we had to share space with the broom closet, which is how the friendly cleaning supply fights began.  However, we had to put a stop to those when one player ended up with a broken nose after being hit in the face by a roll of paper towels thrown by the GM.  Ever since, the GM would keep a roll of paper towels next to his screen to remind people to stay on track--and as an idle threat, I suppose.  At the beginning of the night we'd walk to the Taco John's next door, buy a small soda each for about $1, and continue going back there once an hour for free Mountain Dew refills.  Miraculously, we never got kicked out.

 

For eight hours once a week, the back room at the Guild became our stage.  I could go on for pages about all the memorable characters, beloved NPCs, intriguing plots, and hilarious moments that we came up with there.  But one of my very favorite memories is how every time we’d enter the game room for the night’s session, the white marker board would be positively covered in memorable quotes from the previous session.  We’d never know the context of the quotes, or the stories behind them, the people in the previous night’s group, or even what game they had been playing.  But no matter what, we’d look at the quotes, and we’d laugh—just because we were all gamers, and we knew where the others were coming from.  Then we’d erase those quotes and start keeping our own, leaving them for the group after us, hoping they’d smile at them and start their game off well.  And to this day, I still keep quotes from all of my games, and hope people will see them in the same way.

 

The night before I left town for college, I drove by the Guild to see if anyone was hanging around and found the door locked, the lights off, and the contents cleared out and gone.  No warning, no notice, not even an "out of business" sign.  Nada.  (I later found out they had abruptly lost their lease to the university.)  It seemed oddly appropriate that the place where I spent so much of my high school career would end with that part of my life.  I've since moved on and found new friends and better gaming groups, but nothing will ever replace the Guild.

 

I suspect that ever gamer has a “Guild” of their own—a beloved game store they will forever romanticize and associate with their initiation into roleplaying.  And for good reason.  Game stores are special places; outside of conventions (which are an entirely different column), it’s rare to find anywhere else where gaming is so...mainstream.  They’re one of the only places on Earth where you can argue the virtues of elves versus dwarves, or recount the adventures of your seventh-gen Lasombra antitribu, without fear of retribution or weird looks. They provide something lacking in other areas of society: a place for people with an unusual interest to come together and get to know one another.

 

But despite all this, as Chris’s article established, local game stores are in trouble.  It’s hard for any small local business to compete with the prices and the selection of malls, mega-stores, and Internet businesses, and game stores have it particularly hard thanks to their very specific fan base.  The Guild still exists in Eau Claire, but in a much smaller storefront and as a less ambitious concept; it saddens me to think other up-and-coming gamers in my hometown will be denied the same good experience I had.  The situation isn’t hopeless yet, but it’s certainly not rosy either.

 

In other words, I urge all of you to support local game stores whenever possible.  Larger chain stores certainly aren’t an out-and-out Evil Empire; they’ve done a lot to make gaming more accessible and affordable for those who aren’t blessed with a neighborhood store.  Still, it’s places like the Guild that put a personal face on gaming and possibly contribute the most to the hobby.  Think back on your own gaming experiences, and I’m sure you’ll agree.  Buying your RPG materials at local game stores whenever possible will allow future gamers to have those same great beginnings.  If we don’t, who will?

 

 

Copyright (c) 2001 by Beth Kinderman.  This is my original work, so please respect it.

 

 

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