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Plaintext
Episode: 2127
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Title: HPR2127: Tabletop Gaming
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2127/hpr2127.mp3
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Transcribed: 2025-10-18 14:39:03
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---
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This is HPR episode 2,127 entitled Tabletop Gaming.
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It is hosted by Klaatu and is about 34 minutes long.
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The summary is Klaatu Pandana Log Programming and Tabletop Gaming.
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This episode of HPR is brought to you by an honesthost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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Better web hosting that's honest and fair at An Honesthost.com.
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I started talking about Tabletop Gaming.
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I did an episode recently on Dark Colts, which is an old 1980s game
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that I kind of discovered online and so far as you can discover something that exists online already.
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But I found it and I revived it and been really enjoying it.
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That's just been one aspect of Tabletop Gaming that I've been enjoying lately.
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Truth is, I've gotten a lot more into Tabletop Gaming than ever before lately
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because I've got a reliable partner now to play a game with.
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I've been actually being able to play games, two player games,
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reliably four player games on special occasions.
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Sometimes even more people, it just depends on what the occasion is.
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Tabletop Gaming has been something that I've been able to enjoy lately
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and I'm really happy to have sort of found it.
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I wanted to talk about what appeals to me about it
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so that if you're not someone who plays a lot of analog games
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then maybe this will get you to check it out
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or give you the courage to check it out if you've been curious about it
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and if you're a resident to get involved.
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If you're anything like me, maybe you're not,
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but if you're anything like me, you probably grew up with the usual assortment of board games
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that everyone sort of gets, you know, whenever I guess people have a kid,
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I guess they just get standard issue board games along with everything else
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and those board games that kind of get put into the closet
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and they're kind of like the board games that you grow up with
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and they're all the standard issue family-friendly,
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really usually pretty basic rules that easy to play.
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It's just kind of, they're good solid games.
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I'm not saying that they're like not real games or anything.
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I'm just saying that that's kind of like we all know the ones that I'm talking about.
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There's that short list of board games that everyone in America anyway owns.
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And that's fine.
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But there's that other side of tabletop gaming that you hear about
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and certainly I started hearing about a long time ago.
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You just, you just done the periphery, you know, it's just right out there
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and you don't really think about it, but you hear about it and you hear murmurings
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and it's like this member's only super secret world of really cool board games,
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like really cool ones.
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And they're kind of like this, this amalgamation of hardcore RPG
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with traditional coffee table pastimes, you know,
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it's all the best parts of everything.
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And I move slowly so between childhood cautions against, you know,
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the gateway to the occult to that was Dungeons and Dragons
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and just kind of flat out unfamiliar, unfamiliarity with modern gaming.
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I didn't really know where to begin in exploring the tabletop gaming thing.
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I just didn't know how to sort of find that entry point.
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But I did, I eventually did find that entry point.
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For me, it was with cards against humanity, which you've probably played
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or you've heard of, possibly you don't like it, possibly you love it.
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Either way, whatever you think about it, it's kind of an easy, mad lib-style wacky game
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that has no barrier to entry other than a really horrible sense of humor.
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But apparently it's a ripoff, anyway, of a game called Apples to Apples,
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which I'd also vaguely heard of and I'd actually seen in play once at a Linux conference.
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Actually, I think I can tell you exactly which Linux conference it was
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because someone was just talking about it the other month online.
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But anyway, I didn't join in on that game because I didn't know anything about it.
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I just knew it was like Apples to Apples.
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I don't know what that is, but it's a card game.
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I don't know how to get into a card game.
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So I'm not going to approach that and ask to join in, which was stupid.
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So, like, to a large degree, my hazardation, the barrier to entry in the table top gaming
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was my own sort of unadventurelessness.
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But anyway, I ended up with this copy of cards against humanity as a gift.
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Somebody had given it to me because it was a creative commons game.
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So it was a creative commons game.
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So it encouraged, I mean, that's how every person thought,
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well, he'll like this because he's always going on about creative commons.
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This says creative commons.
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So I'll give it to him.
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That's how I ended up with it.
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And as a result, I started playing cards against humanity.
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And cards against humanity, again, no matter what you really think about it,
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is that it does encourage people to not necessarily purchase the game.
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You can print it out at home.
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And that alone was a huge revelation to me.
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Like, the idea that there was this thing that you could just print out at home
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and not purchase anything, but still be able to play a game,
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that was a novel idea to me.
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And even if you did buy the game, you could then add to the game,
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which is a whole other dimension of things, which I guess I'll get to.
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The idea of user mods for games is a completely new idea to me,
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which is weird because you think about like a poker game,
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or any card game that you play with a standard 52 card deck.
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You always hear the term house rules.
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And all that is is people saying,
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OK, well, here's this game, here's this rule set that we all know.
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And now we'll tweak them a little bit to make this game more fun for us.
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And I kind of, the fact that it's a new idea to me,
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that it sort of came as like this great revelation,
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I will gladly blame on technology.
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Because for most of my life, up until I discovered open source,
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it just never really occurred to me that I could take something
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and use it in some way other than what the creator of that thing intended,
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which is a shame to have to admit,
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because especially since as a kid, as kids, we all,
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none of us have that built in.
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We do anything with anything, right?
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We find cardboard boxes or Tupperware in the kitchen cabinet,
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and we make cities out of them, or we take pillows,
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and we make forts for ourselves.
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You know, there's nothing built in to us that says,
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well, you can't use this thing for anything but this one purpose.
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It's like as kids, we don't, that that never even occurs to us.
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But I feel for me, at least in technology,
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that was something that was kind of taught to me,
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something that I learned, and it's the wrong thing to learn.
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But with software, closer software,
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you're explicitly forbidden from certainly figuring out how it works.
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And you're told exactly how you're allowed to use it.
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And if you attempt to abuse it, or you use it in some other way,
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then there are either blockades, like it stops working,
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or it crashes, or you just find that you hit a wall
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because it's software and it's closed source,
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and there's not really anything you can do above and beyond what is built into it to do.
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Of course, open source doesn't have that drawback.
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I mean, there is a inherent limitation, I guess,
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to what you can do with software and read only chips and things like that,
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or read only media.
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But generally speaking with open source software,
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there's a little bit more flexibility built in.
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And certainly there's the sense that you're supposed to look at it.
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You know, there's an invitation there.
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Like, you don't have to use this in the way that we tell you to use it.
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Here's GIMP, it's a graphic application.
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If you want to script it such that you can design something in GIMP
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and then pipe that picture out to a sound output
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and thereby make music with your graphics, then go for it.
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You know, there's never any kind of built-in restriction.
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And even if it is built-in because, hey, it's software
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and you just can't physically do,
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you just can't make it do something that it's totally not meant to do.
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It's still open source and there's still different hooks into it
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that you can use to try to abuse it in fun and new ways.
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And with analog gaming, that definitely is built-in.
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You can add to a game, you can modify the rules,
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you can share your ideas with other people,
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you can invent an entirely new game.
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It's just, it's completely an utterly unlike closed technology.
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You're buying the assets when you buy that game.
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You get to take it home and then once it's yours,
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you can do really anything you want with them.
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You can't resell it.
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I don't think, but in terms of the actual use,
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you can use it in any other way that you want.
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You don't like the fact that there is a Joker card in your deck,
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set it aside.
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Or if you want the Joker card to have special powers,
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you want it to be Joker's wild, whatever,
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then granted that ability.
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And you just kind of announce that to the table
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and you've just modified the game.
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And it's, that's an ancient, you know, age old thing right there
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about gaming that just kind of never occurred to me.
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I mean, that is what entertainment should be about its creativity.
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Yeah, you can sit and enjoy someone else's creativity.
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And I often do.
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But sometimes you want the opportunity to be creative too.
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And any good entertainment system ought to allow for that.
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And tabletop gaming does and has forever.
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And it's good that it fosters that.
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It kind of surprised and appealed to me that tabletop gaming,
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as it turns out, has all the same thrill.
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And in many cases, the same immersion that a complex video game has.
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And sometimes it even does it better than a fancy video game does.
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The obvious analogy, I guess, would be that tabletop gaming
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is to video games as books are to movies.
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You can allow for some overlap there,
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but one of them shows you the result of an artist's imagination.
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And the other one acts as a catalyst for your own.
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So I'm not really a super game.
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You know, I don't think of game theory on an everyday basis.
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I do the more that I play more tabletop games and even more video games.
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I do think about them.
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But generally speaking, I will say that I'm a very superficial.
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I dare say casual gamer.
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It's the fantasy of the game that appeals to me the most.
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I don't tend to play a game just because I'm interested in the gaming mechanic
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of that particular thing.
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That's not how I think about it.
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I play a game because for a few hours I get to become a rogue or a necromancer
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or a dictator of a fictional country.
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Or I get to visit a new country or a new world.
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Or there's some intriguing story that I have to uncover or bits of stories
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that only get hinted at maybe in the artwork of the cards.
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You know, there's there's this kind of discovery process and imaginative experience
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that tabletop games encourage the same way that books and radio plays
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that don't show you everything that they encourage that kind of imagination
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in the same way.
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And a lot of what I do in real life does depend on modern conveniences.
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And that's another really good thing about tabletop gaming is that it essentially requires
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no modern convenience whatsoever.
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Tabletop gaming is very, very old.
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So unlike closed or open source software for a tabletop gaming,
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you don't need electricity.
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You don't need microchips or nanotechnology.
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It's just none of that applies to this.
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I mean, I love the idea of analog computing.
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And I wouldn't say that I'm actually as dependent upon computers
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as even I sometimes think that I am.
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You know, I think a lot of us probably, a lot of us Geeks may
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may sell ourselves short in a way.
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And we say things like, oh, I wouldn't know what to do without the internet
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or I wouldn't know what to do without a computer.
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But maybe you would actually, you know, you create of minds
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and the hacker personality, I think, tends to be more resourceful
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than certainly outsiders give us credit for.
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And sometimes even we give ourselves credit for.
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Tabletop gaming kind of permits me to set aside
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all the modern convenience stuff in a pinch,
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whether I'm just out without a computer or out, you know,
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in the great outdoors, like on a hiking trip or something,
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or maybe the power's gone out or whatever, you know.
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I mean, there are occasions where we don't have the modern convenience
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that we pretend like we're so dependent upon
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and Tabletop gaming is a great way to get outside of that.
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But it does, I mean, in addition to being an imaginative experience,
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like I said, there is a certain aspect to gaming that is a lot more technical.
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And it really is a form of analog programming.
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And that's something that I've been interested in
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for a very long time and could never quite get a hold of.
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I mean, I remember teachers in school insisting to me
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that the abacus was actually a calculator, you know.
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And I never understood that for as long as I lived,
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I could not understand why people kept insisting
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that a series of beads was a calculator.
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I just, that made no sense to me.
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But the idea that the same principles that we enjoy in computing
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can be applied to non-electronic things in life is very fascinating.
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And I didn't even realize this was a component of Tabletop gaming
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until I started playing Tabletop games more frequently.
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And I started, it's just not, you know, if you look for it especially,
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you just kind of start to see the programming come to the surface,
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bubble to the surface out of the Tabletop game.
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The way that I think I probably first realized it, again,
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was cards against humanity.
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I was playing with someone and we were,
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it was just me and my girlfriend and there were,
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so there was a two-player situation.
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We only had two players.
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Card against humanity, you can play with two players,
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but it doesn't really work because you always know who is answering.
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You know, it's, there's only one answer provided,
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so that's kind of weird.
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I mean, you can also put down your own card,
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but then you, again, know who's card that is.
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So, I mean, it can be a collaborative thing like, hey,
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which one of these two answers do we think is funniest?
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But there's a mod in the cards against humanity rulebook
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that says you should have three players.
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And for the third player, if you don't have a third player,
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you can deal a hand to what they call Rando Calarysian,
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a fake player.
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And he receives cards, a hand, face down.
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And he submits random answers on each turn,
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so you just take a random card from this ghost third player,
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hand, and put it down as an answer.
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And amazingly, the results are just as funny,
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and sometimes funnier than a real human answer.
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And honestly, I've played two player games of cards against humanity
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where this random non-player has nearly won the game,
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such as randomness.
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But as game mods go, that really, really works.
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It's very effective, super simple.
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I mean, it's not what you would call elegant.
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If we were programming here in terms of making an AI,
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that's pretty much the lowest you can go.
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Just like total randomness just depend on complete and utter
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just brute forcing a third player into a two-player situation.
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It boils down to, if you need another player,
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just play two hands, and possibly play the second hand blind.
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Now, that introduced me to the idea that AI essentially
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could be programmed into an analog game.
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There's a more elegant example in the dark cults game
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that I talked about in my previous episode in Tabletop Gaming,
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which if you didn't hear that, I won't rehash it,
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but it's an old game from the 80s.
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You can find out more about it at getlab.com slash not clattu slash dark occult d-a-r-k-o-c-c-u-l-t.
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So, when I was doing this, everything completely changed for me
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when I discovered the 1985 expansion pack,
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which included modified rules for a single-player game.
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So, as a player, the scheme is pretty much...
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It's so elegant that the game might as well have been meant for a solo game.
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I mean, it's just that good.
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From a programming standpoint, you can see what it's doing,
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and it's just absolutely brilliant.
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And it's one of those things.
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I mean, I don't know how much source code you've read in your life.
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I've read my fair share, and you can kind of...
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It's kind of a surfing trip.
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You kind of wade through some of the tides,
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and you're picking up on these important points out on the horizon.
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You're kind of...
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As you read, you're kind of like...
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You're forming a picture,
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and then you get to the part where it all kind of comes together,
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and it's like you're just writing on this wave,
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or like...
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I imagine what it would be to write on a wave.
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And they're actually surfing.
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I'm just making up an analogy here.
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You know, there's like all that preparation,
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and kind of all that background work,
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and then suddenly it eventually pays off,
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and suddenly it kind of makes sense,
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and it's all very beautiful,
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and you understand what the code is working.
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That's how the single-player rulebook felt when I...
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I was reading it for dark, dark quotes.
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You see how the card decks are getting divided up,
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and you understand that there are percentages involved,
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and you see how the challenges are being mitigated,
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and how randomness plays the part of your opponent,
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but then you're also dealing the cards that you play,
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and you're playing against like this kind of fake AI.
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It's amazing.
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The way that dark quotes does it is that it programs the card deck
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to provide a reliably fairly safe,
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entertaining game progression for you
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by creating this draw deck,
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you know, the deck that you mostly draw from,
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and they're just these basic cards,
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like location and atmosphere and object cards,
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nothing in there that really ever poses a threat to you.
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It just progresses the game.
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But then what they do is that they mix in a small percentage
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of threats of the things that are actually going to trigger
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like a watershed moment,
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a point where you have to make a decision
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or do something, you know,
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that's where the action happens.
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So they mix a little bit of that in there,
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and so you're playing,
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and the game is going along pretty smoothly,
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and then there's something that forces your hand
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to draw something more threatening,
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or you just happen to get something threatening
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because that's how percentages work,
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and it's just something that occurs.
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And you have to make all these choices based on what you're drawing.
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You know, are you going to let your protagonist continue
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through this, through the game,
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or are you going to draw the protagonist,
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you know, play a safe card
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and get your protagonist back to safety?
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It's done really, really well,
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and in the single player game,
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there's like five different decks,
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and you draw from each under different conditions.
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There's no dice involved or anything.
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It's purely based around drawing cards from decks.
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It's an amazing little mechanic,
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and you should definitely try it.
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But what's most amazing to me is that,
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seeing how it went from a two-player card game
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to something completely the same,
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and yet in terms of layout, completely different.
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So in other words,
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tabletop gaming provides many of the same challenges
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as, say, a video game would.
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You know, it provides the same exact mechanics,
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the same rewards,
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and it's not just for the player,
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it's also for the designer,
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and you can program the situation.
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You can set the stage for an imaginary environment.
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You can forge the same kinds of obstacles and challenges.
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You can set up the same goals.
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And it's the exact same process,
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but it's complete.
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Now, interestingly, I think a lot of us
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tend to think that this concept
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of a barrier to entry is sort of unique to technology.
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We very frequently, as Geeks talk about,
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what's keeping different people
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from getting involved in this technology?
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What's keeping my users away from this thing?
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How can I make this more user-friendly blah, blah, blah?
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There's always that question of,
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what's the dumbest user that I've got,
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what's holding them back, and how can I fix that?
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And I never really thought of that in terms of analog gaming
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until I kind of reflected on my own progress
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with tabletop gaming.
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And interestingly, there's a barrier to entry
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to tabletop gaming.
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Maybe, as I said, maybe you just,
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maybe you've heard bad things
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about the gaming community.
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Maybe you've thought, oh, well, these people are way too
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into gaming.
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I don't want to go down that path.
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I don't want to start investing money into this hobby.
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I don't want to have to deal with these weirdos,
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or whatever, or maybe you're just hesitant.
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Maybe you're just shy.
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Maybe you just don't know where to start.
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And from the programming, I guess, aspect,
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maybe you don't want to modify a game.
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Maybe you don't want to invent your own game.
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Maybe you don't want to learn rules to a new game.
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There are lots of little things that can stand in the way
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between someone and getting, sort of,
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taking their first step into tabletop gaming.
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Now, certainly, computer games inherently
|
|
do have a fairly, I would say, physical barrier to entry
|
|
because, like, for a computer game,
|
|
you really do need a certain set of things.
|
|
You need a computer,
|
|
and usually not always, depending on what you're playing,
|
|
but usually you're going to need a respectable graphics card
|
|
and a respectable amount of RAM and a respectable CPU,
|
|
that sort of thing.
|
|
Certainly, to create computer programs is even more complex
|
|
because now you have to have all of those things,
|
|
plus you have to know the syntax of some programming language,
|
|
and you probably need some kind of art applications
|
|
to create assets.
|
|
And, you know, all these different things,
|
|
there's just like this, it's not just a barrier,
|
|
it's an array of barriers.
|
|
It's a huge barrier to entry.
|
|
And the cool thing about tabletop gaming
|
|
is that, yes, you have to take that initial step and say,
|
|
yeah, I'm going to start playing games.
|
|
You know, and you do need, usually,
|
|
you do need, like, a second person that usually helps,
|
|
although not always, because with tabletop gaming,
|
|
like I say, user mods are all over the place,
|
|
and you'll be surprised at what kind of resources
|
|
are available on the internet in terms of modified rulesets
|
|
for single players.
|
|
So, tabletop gaming,
|
|
a little bit of a barrier to get involved,
|
|
not a whole lot,
|
|
and not a whole lot to get started programming,
|
|
as it were, a game, you know,
|
|
like actually coming up with your own, like, rules
|
|
or coming up with your own game entirely.
|
|
You can do that with basically no resources
|
|
other than your head and a deck of cards.
|
|
And even the deck of cards is pretty much optional.
|
|
You can come up with, you know, it's just that simple.
|
|
It's a mental exercise.
|
|
And that's really cool, and that's something that you,
|
|
honestly, really cannot do with video games.
|
|
There are mods out there for video games.
|
|
You can come up with things, you know,
|
|
you can kind of hack some games to do different things,
|
|
or behave differently.
|
|
There are some game engines out there
|
|
that are super simple to get started with all of those things.
|
|
But in terms of just, like, do you want to sit down
|
|
and do some analog programming,
|
|
tabletop gaming is probably the easiest way
|
|
to get started with that kind of thought process.
|
|
The final thing that appeals to me about tabletop gaming, I guess,
|
|
is that it's a free and open space.
|
|
I'm not saying, you know, I'm not fooling myself
|
|
and saying that tabletop gaming is like this blissful place
|
|
where sharing an intellectual freedom reign supreme.
|
|
And even if it is right now, I would think that if tabletop gaming
|
|
became a multi-billion dollar industry,
|
|
I don't know, it might be right now,
|
|
but probably not a multi-billion dollar industry.
|
|
If it did become really sort of like the thing,
|
|
I think that efforts to enforce copyrights would be,
|
|
you know, they would go up a lot.
|
|
You know, people would start being sued for games
|
|
that are too similar to another or whatever.
|
|
Or, you know, they'd like start some kind of campaign
|
|
to make sure that if you were over at a friend's house
|
|
playing a tabletop game,
|
|
and they modified the rules on you,
|
|
you could report them to the gaming police or something.
|
|
You know, like, I'm not saying that the entire...
|
|
I'm not under the illusion that tabletop gaming
|
|
just has no rules, and it's an open community
|
|
and everything is creative commons,
|
|
because yeah, it's definitely not.
|
|
But the fact is that tabletop gaming is a dynamic process.
|
|
The program is prescribed for you,
|
|
but it's kind of just written down in a rulebook,
|
|
and it's not really enforceable.
|
|
Other players can do whatever they want.
|
|
Everyone remains essentially a free agent.
|
|
Again, not for reselling or anything,
|
|
but in terms of actual gameplay,
|
|
you can do whatever you want.
|
|
I'm not saying that video games are bad and not enjoyable,
|
|
but I am saying that tabletop gaming is kind of a brave new world
|
|
that isn't really new at all.
|
|
Actually, it's very, very old,
|
|
but it's one of those that definitely deserves revisiting
|
|
if you've not sat down and played a really good tabletop game.
|
|
And that can be anything.
|
|
I'm not saying that, you know, that games that you play
|
|
with a standard 52 deck are not really good.
|
|
I'm just saying, like, if you find a tabletop game that you enjoy
|
|
and sit down and play it,
|
|
and if you're a programmer, think about its mechanics,
|
|
think about why...
|
|
Like, what's going on there that is making it enjoyable?
|
|
What are the risks?
|
|
What are the challenges?
|
|
What are the goals that are set up for the players?
|
|
How does that...
|
|
How does that make the players react to one another?
|
|
Does it make them work together?
|
|
Does it make them compete with one another?
|
|
Like, think about those things, and it's really, really fun.
|
|
And try a couple of your own house rules.
|
|
Come up with some rule modifications to see what happens if you...
|
|
If you change, you know, if you tweak a setting on an analog game,
|
|
how does that affect things?
|
|
It's a lot of fun.
|
|
It's easy to get started with.
|
|
You can often find these tabletop games either at a gaming store,
|
|
like a dedicated gaming store.
|
|
Sometimes they're hidden away in like a hobby shop
|
|
or something like that or a bookstore.
|
|
Or you can find them sometimes just in...
|
|
In, you know, an op shop or a thrift store,
|
|
like, you know, just for cheap.
|
|
You can just purchase them for, you know, used and give them a go.
|
|
So, or you can do a print and play.
|
|
Really, like, whether you go to getlab.com,
|
|
slash not quite too slash dark or cult,
|
|
or whether you go to drive through cards
|
|
and check out some of the print and play games there.
|
|
I mean, they exist.
|
|
They're like, they're out there.
|
|
And actually just download people's games
|
|
and print them out, cut them into cards
|
|
or you could send them away a printer for demand service,
|
|
and have them printed just and then start playing.
|
|
And it's really cheap and it's really cool.
|
|
I mean, it is very much the open-source spirit
|
|
cutting out the middleman, cutting out the distributor,
|
|
and letting people just kind of have fun
|
|
and be creative on their own,
|
|
without the mass production of some other thing.
|
|
So, whichever avenue you choose to go down,
|
|
I highly encourage you to try out a tabletop game.
|
|
And if you find a good one, please do let me know
|
|
about it. I'm always looking for new ones now.
|
|
You've been listening to HackerPublic Radio
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|
at HackerPublicRadio.org.
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|
We are a community podcast network
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that releases shows every weekday, Monday through Friday.
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