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A Life-Altering Game Deserves This Kind of Session Report. BoardGameGeek
A Life-Altering Game Deserves This Kind of Session Report. BoardGameGeek
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Soren @sorennarnia
Mar 5, 2013 (edited)
Six months after that, I saw Isobel for the first time since
the breakup. All the anger was finally over with--the
senseless gnashing of teeth, the demands for the return of
her Bissell rug shampooer, the decrying of my very being
on no less than four types of social media--but the subtle
hostility was still there in her as she tried to corner me over
coffee at the National Gallery of Art and maybe extract an
all-purpose apology.
And what will you do, she said, shaking her head pityingly,
what will you do when you wind up old and with nobody
around, living alone day after day? What will you do when
you suddenly realize that’s the worst thing that can happen
to anyone, and it’s too late to find somebody to love you?
It was the box cover that got me in the beginning, the box
cover I would return to again and again for mental
sustenance, for a sense of purpose and validation in the
darker days of the quest which lay before me. The image
on the front of A World at War, as I first saw it in on BGG
when doing a little fantasy shopping for something out of
the ordinary, promised not a game per se but a brutish,
almost melancholy experience, a wintry slog through a
conflict in which there could be no real winners, and an
atmosphere of perpetual twilight. The experience
contained within this box would have nothing to do with
fun and everything to do with immersion in a place and
time far, far away from the concerns of my job and my iffy
bank account and the occasional worrisome flash of pain
that accompanied a cold beverage hitting my upper left set
of molars. This was the marketing copy which all but
delivered the killing blow to the purchasing resistance of
someone with my type of overactive imagination:
Oil and boots. Yes. For me, a fan of books and films that
trafficked quietly in relentless excavations of the human
soul only to produce more questions than answers, this
was the kind of board game I could identify with,
something that sounded almost literary in its ambition. If I
wanted a game, I would play Talisman or Kingdom Builder
or Incan Gold. What I was in the mood for in that vulnerable
moment of my life was the promise of embarking on an
intellectual adventure that would last for...well, however
long it took. I had no serious plans for either that day or for
the year 2013, frankly. Onto my Wish List it went, though as
you’ll soon find out, my level of experience in the war
gaming realm left me several inches too short to even get
on the carnival ride.
Okay, um, now is the part where I mention that I had never
played a serious war game all the way to completion. I
repeat: I had never played a serious war game all the way
to completion. Here was the sum of my grognard
experience as I stood beside my mailbox for the next
seven days, hopping from foot to foot as I waited for my
prize to arrive:
Pirate Guy
The Fat ‘n’ Angry Judge of All Things
Weird Silent Statue
Loves to Say “Dong”
Fanny Pack Girl with the Random Hair
Dances With Bizarre House Rules
Still Thinks Quoting Life of Brian is Clever
The Snarky Scarecrow
I e-mailed Troy and told him I had a day off coming up and
we should have lunch--I would come to wherever he
happened to be on a sunny Tuesday, which, to my shock,
turned out to be a place of business: Troy was working
again after many months of pure indolence, part-time only
of course, in the northeastern part of Washington, DC. I got
off the metro train at one of the system’s most moribund
stops and walked into a grungy, depressed industrial
section of town, passing graffiti-strewn elementary schools
and cops dozing in their cars, eventually coming to a
building with all the welcoming charm of an abandoned
chicken coop, located in a mazelike complex of decrepit
loading docks. Troy was standing in front of the unit where
he worked, taking a smoke break, dressed in shorts and an
Edgar Allan Poe t-shirt.