Dhani Jones, Gamer Traveler

The Travel Channel recently launched a new series called Dhani Tackles the Globe. The show finds pro-athlete Dhani Jones (NFL Linebacker for the New York Giants, Philadelphia Eagles, New Orleans Saints and, currently, the Cincinnati Bengals) traveling to different countries around the world, spending a week there to learn and take part in a signature game of that culture. In essence, this show is Dhani Jones: The Gamer Traveler, just dealing with different kinds of games.

It is because of the niche focus on games that I find the show fascinating. Often when I have traveled, I have caught glimpses of the games people play in other countries, but never have had a chance to attend any of them, at most, following some matches on TV. I do believe that, much like food or literature or music, a culture’s games reveal a lot about it, giving us, the travelers, a new way to engage with it. I don’t know that I would personally jump into a sawdust ring to try some Swiss Schwingen, let alone play in a Rugby or Hurling match, but I will watch Dhani get into it with glee (the man has the body and the training to survive those, so it’s all good).

Dhani is a personable host as well. He is a bit bombastic, but down to earth, and while he’s not shy at all, he still comes across as humble, especially when considering the various sports he’s trying, understanding the place these have in each culture and what they mean in terms of tradition. The other thing I like about Dhani as host is the (desperately needed) change he brings to the Travel Channel’s roster, which up to this point has been a very white/Caucasian one. I hope the Travel Channel continues to develop new travel shows featuring hosts from different races/ethnicities, showing a more diverse face of travel.

Dhani Tackles the Globe plays new episodes Mondays at 9 PM on the Travel Channel (check your local listings), then repeats every so often (see the Travel Channel Weekly TV Schedule for times).

Now, maybe I can convince the Travel Channel to develop The Gamer Traveler as a show where I visit different states and countries and play their roleplaying/board/card games. It would be a smash hit!

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The Gamer Traveler Podcast Episode 12 - Las Vegas, Nevada

In The Gamer Traveler - Episode 12 I bring you a soundseeing tour of the famous Strip in Las Vegas, Nevada, recorded April, 2008 while I attened the GAMA Trade Show. Join me as I set out of my hotel, the Ballys, and head up the Strip to walk the sidewalks, visit The Venetian, Wynn, Treasure Island and Caesar’s Palace hotels. Check out the quirky things that make up Vegas I encounter along the way (including provocative postcards and Halo’s Master Chief) as I ponder the kitsch of it all.

If you are heading to GAMA Trade Show 2009, check out also my GTS 2008 Special Episode for an idea of what you’ll encounter at the show.

Check out some photos of Las Vegas in the slideshow below or at Flickr: The Gamer Traveler - Las Vegas



 
icon for podpress  The Gamer Traveler Podcast Episode 12 - Las Vegas, Nevada [28:17m]: Play Now | Play in Popup | Download
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Spirit Airlines CEO: Gamer Geek

Purple Pawn posted a news item on March 30 about the CEO for Spirit Airlines being a boardgamer and how that helped him run an airline. The quote is as follows:

“For boardgamegeek.com, I put together a list of games that I think you’d need to play well if you were going to run an airline,” he says. “The skills translate. In both realms, you use negotiation, forward planning, strategic thinking, close attention to detail and tactics against competitors to give you an edge.”

Ben Baldanza (diemacher on BoardGameGeek.com) did indeed put up the list of games he mentions, which offers a very interesting look at the mindset of this airline CEO (Machiavellian Renaissance politics have nothing on this field, apparently). I am kind of disappointed that no roleplaying games were offered as a source of skill development for such a position, though maybe the fact that most RPGs tend to support cooperative gameplay instead of head-to-head competition would put them at a bit of a disadvantage (there’s another post buried in that sentence, but I’ll leave it be for now). I guess it’s kind of cool to know that a fellow gamer geek is the one in charge, even if it’s Spirit that we’re talking about here.

I followed the link to the full story on the New York Times to read the context of the snippet. The story, titled Don’t Come Crying to This Airline,” is about Spirit Airlines business model and approach to air travel, or lack thereoff depending on where you sit (aisle and exit row seats will cost more).

Spirit Airlines is a love-it-or-hate-it kind of airline, the king of the super low fare, no frills, nickel-and-dime-you-for-every-single-thing-beyond-the-air-you-breathe airlines. I’ve had my ups and downs with Spirit, completely swearing them off last year when my mother had a problem with lost luggage and the Ft. Lauderdale Airport team all but said, “So what?”, to being pleased with their service earlier this year when I had to fly to Puerto Rico fairly last-minute and their fares were the lowest (by far). I guess you could say I am in the middle now, not liking their practices and attitude, but certainly willing to shut the heck up for a really low fare.

Considering Spirit is already charging customers a $10 fee for booking anywhere else than a Spirit ticket counter at the airport, the article offers an interesting insight into the way this company runs and why lower expectations are the way to go in order to have a better experience.

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Gaming Podcasters Cruise the High Seas

Gamer Adventures, the California-based travel agency dedicated to creating cruising vacations for gamers, just returned from its most recent event, the Caribbean Gamer Cruise, held from March 22-28, 2009. The cruise set out from Ft. Lauderdale, Florida and spent a week out at sea visiting the Cayman Islands and Key West, as well as time on board playing lots of games, including a Settlers of Catan tournament.

A couple of podcaster friends signed up for the cruise and recorded episodes while at sea. Pulp Gamer Out of Character: #72 - Jamaican Rum finds hosts Don Dehm and Derek Rex chatting with Kim Maita, owner of Gamer Adventures, Larry Roznai of Mayfair Games, co-sponsors of the cruise, and Dan Repperger of Fear the Boot. The fun then continues over on Fear the Boot Episode 141, where the crew continues to talk about gaming while cruising and about gamers as an underserved demographic (which is totally fascinating and will engender more thoughts/posts from me).

I did an interview with Kim Maita last year, on The Gamer Traveler Episode 9. Over the past year, it has been great to see how the business has grown, and how well the reception of the concept has been, both from the industry side, which has provided excellent support for the cruises, and from the customers, who have expressed their enthusiasm with their hard-earned cash.

Find out more about Gamer Adventures and their upcoming cruises (The Spoils Cruise and Intercon Splash I, aka. The LARP Cruise), and if you book anything, tell Kim that The Gamer Traveler sent you.

And before anyone asks, I would indeed like to go on one of these, but there are reasons why I haven’t yet. Stay tuned, though.

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Strange Graffiti on Dumas’ Tomb

French authorities discovered this morning someone had defaced the tomb of iconic French author Alexander Dumas, located inside the Panthéon, in the city of Paris. The police was called in early in the morning after a janitor, doing his pre-opening rounds, spotted the graffiti on the tomb of the beloved author.

Authorities are still trying to determine who could have defaced the monument, as well as trying to ponder the meaning of the message left behind and of the strange sigil found alongside the words (click for larger image):

The message reads, “Dumas, We felt bored with the land, so we went into the sky,” and was “signed” by d’Artagnan and the Musketeers.

“Clearly we seek a deranged fan whose hold on reality is tenous at best,” said Inspecteur Clouseau, who has been assigned to investigate the case.

A young man interviewed at the scene told reporters he knew the meaning of the sigil, saying it was the logo for an upcoming jeux de rôle (roleplaying game) called Swashbucklers of the Seven Skies. Attempts to reach game creator Chad Underkoffler at his home in suburban Maryland, USA, were unsuccessful, as calls kept reaching a recorded message saying, “the robot needs beer to power up.”

News crews will continue to monitor the situation.

:-)

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The Roads of War - Rome, Italy

Without question one of the finest military machines in the history of humanity, the Roman Empire had a lot of things going for them. They boasted the best trained troops in the world, their soldiers were equipped with the most technologically advanced weapons and armors of the ancient world, and were so versatile that they could build bridges across the Rhine in a matter of days as efficiently as they could wage war upon barbarian tribes. But by far, the most influential tool in the Imperial military arsenal, were the Roman roads that criss-crossed the Empire and allowed troops to reach the most remote corners with alacrity.

At its peak, the Roman road system contained more than 50,000 miles of paved roadways, called viae (singular: via), stretching over most of the Empire. The roads allowed the flow of goods from and to Rome, allowing for the efficient administration of this vast empire from its epicenter in Italy. Though not built exclusively for military use, the Roman legions made excellent use of the road system; legions could travel on the paved road farther than on uneven terrain, allowing them to cover greater distances in a shorter time. This meant that, though bases throughout the Empire had scores of soldiers ready for battle at a moment’s notice, reinforcements could be called in to arrive relatively fast, creating a greater threat for anyone considering military action against a Roman outpost.

The Via Appia in Rome is an exception in that it was the first long road built specifically to transport troops out from the smaller region of greater Rome. The Via Appia began in the city of Rome, just past the Baths of Caracalla, and wound its way down to Brindisi, in southeast Italy. Its main part started and finished in 312 BCE, the Via Appia was instrumental in the Roman victory at the Second Samnite War, ferrying troops to the south and providing a steady stream of reinforcements to battle the Samnites. The road was eventually extended and a smaller road, the Via Appia Traiana, was built by Emperor Trajan, connecting Benevento and Brindisi via a shorter route near the eastern coast of Italy.

Ultimately, the very road system that allowed the systematic dispersal of troops and made the process of Empire building and conquest easy for the Romans served to bring their doom right to their doors. The Gothic tribes that attacked and sacked Rome in the 5th Century CE arrived at the center of the Empire using the very same roads that had led Caesar to their lands in Germany during the Gallic Wars more than four centuries earlier.

Many of the Roman roads remain in use in modern times, and ruins along their route give us glimpses into fascinating aspects of Roman life and culture, such as their use of roadside pensions and hostels, road marks and itineraries, akin to waymarkers showing the cities along the route and the distance to them. They are some of the most prolific remains of this world-spanning culture that so shaped our modern world, and any visit to a country once under Roman rule should include a glimpse at the road system that once moved the mightiest military war machine on Earth.

In Your Game

War is an ubiquitous theme in roleplaying games, but we rarely give thought to how those massive amounts of troops make it to the battlefield. In modern/future games, the existence of roads is a given, much as it is in our world, but in fantasy/low-tech games, it is fascinating how we can forget about them. In fantasy/low-tech games where war is to play a major role, the majority of troops still have to make their way on foot (scenes from Lord of the Rings come immediately to mind), and though magical means are available in some worlds for a portion of an army (say, its elite and command squads), it is the presence of roads that will determine which force will be able to field more troops at the moment of truth.

It is a relatively simple technological advance, but it has had one of the greatest impacts in our history; it will, likewise, be so in yours.

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Help Me Find Games About Travel

I need your help. While I can put together a list of games dealing with the topic of Travel, I know I’m going to come up short, naming only the most obvious titles.

When I say a game is “about Travel,” I’m being vague on purpose. There are games that are obviously about the act of traveling in some way, shape or form; but there are others where the topic may be more surreptitious. As long as you think it is about Travel (feel free to explain how if a game is mysterious enough), I’m good with it.

What I’d like you to do is help me track down games about Travel that I may not know about. Write your contributions in the comments section below and let’s see how many games about Travel we can name!

GAMES ABOUT TRAVEL

  • 10 Days in… (Out of the Box Games)
    • Africa
    • Asia
    • Europe
    • USA
  • Ticket to Ride (Days of Wonder)
    • Basic Game
    • Switzerland
    • Europe
    • Nordic Countries
    • The Card Game

(See, only the obvious titles. Help me, folks!)

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Geek Hotels For A Geek Lifestyle

Wired.com put together a list of their Top Geek Hotels around the world. While most of the hotels made the list simply for their technological amenities (such as uber-present WiFi or Apple-/Microsoft-themed suites), there are two that stand out as true geek gems.

The Hotel Sidi Driss in Matmata, Tunisia, will probably be better known to us geeks by its other name, the Lars Farmstead on Tatooine, from Star Wars. You can find more information about the hotel at the Star Wars Wookieepedia, including links to tons of photos and a report from people who have stayed there. Reviews on TripAdvisor.com are, well, very much about the fact it is a Star Wars location, so it’s something to be kept in mind if you decide to book a room (though it seems to be very cheap). Though if you’re going specifically to this remote corner of Tunisia, something tells me it’s not 5-star comfort you’re going for.

The Hobbit Motel in Waitomo, New Zealand, is part of the Woodlyn Park complex (which also includes a Train Motel, Plane Motel and the Waitanic). The motel was made to emulate the hobbit dwellings seen in the Lord of the Rings movies, also filmed in New Zealand. There are two units, and each can accomodate up to 6 people, and at pretty affordable prices as well (can anyone say gaming weekend getaway?). TripAdvisor.com reviews are few but very favorable. Frankly, though New Zealand has tons of ammenities to entice travelers, especially for LotR geeks, you can hardly do better than this motel, so what are you waiting for?

If you know of any other geek-interest hotels, please let me know in the comments!

Update: The Bard of Valiant Blog posted a link back to this article and added some ideas on how to use these geek hotels as game hooks. Great value-added post, so go check it out.

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RPG Blog Carnival: St. Patrick’s Day - Round-up

St. Patrick’s Day has become a celebration of all things Irish, and in that vein I opened up the St. Patrick’s Day RPG Blog Carnival to any topic about gaming related to Ireland or something Irish. It was a last-minute endeavor, but I am extremely happy with the response from the RPG blogging community, as they delivered a great sampling of posts covering various aspects of gaming, from rules and freebies, to inspiration and reflections.

Many thanks to all the participants, I raise a pint to all of you.

St. Patrick’s Day RPG Blog Carnival Round-up

Bonus

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The Banshee of Kilmainham Gaol - Dublin, Ireland

There is a banshee in Kilmainham Gaol; don’t let anyone tell you otherwise. It may be invisible to the eyes of the thousands of visitors to the historic site in the Irish capitol, but its wail, its unearthly and sorrow-filled wail, is inescapable and unforgettable.

Kilmainham Gaol lies on the outskirts of Dublin, outside the touristy core of the city yet still only a bus ride away, precisely how my wife and I made it over. Stepping off the bus, the jail seems like an unmovable sentinel clad in stone and iron. As we cross the door into the lobby, I find myself glancing back at the sunny world outside, an involuntary reaction to the ominous feeling of trepidation entering this massive structure engenders.

We are gathered for our tour and first told a bit about Kilmainham’s history, a welcomed lesson helping to put the jail in its historical context, a formality I believe is more for the benefit of the non-natives, considering the prominent role the jail played in the birth of modern Ireland. After, a short film introduces the stories of the leaders of the Easter Rising—Pearse, Connolly, Plunkett—most of whom, after their arrests, were held, and executed here. With that in our minds, we were led into the jail.

For the most part it little more than a dungeon, endless corridors leading one deeper into the bowels of its stony hell. The guide talks as we walk, breathing life into the unchanging hallways were prisoners once walked and now tourists gawk. My mind wanders trying to imagine what it must have been like to be imprisoned here. I especially wonder about the fighters of the Easter Rising, being locked within these walls after their valiant-but-doomed attempt at independence. Did they feel defeated? Did they face their impending end with the same bravery they faced the British Army? Based on what I know from history it seems they did, and yet, as I feel the cold stones with my bare hands, as I feel that stony chill get under my skin, I can’t help but think that they must have had an even greater fight trying to retain their courageous spirit once jailed than when actively fighting for the cause they were willing to give their life for.

Kilmainham Gaol - Victorian WingLost in my thoughts, the sudden rush of light as we enter the East, or Victorian, Wing of the jail blinds me momentarily. In sharp contrast to the cavern-like quality of what we have traversed so far, this wing is ample and airy, a deceptive place that for a moment makes you forget you are still inside the jail. Three floors of cells spread out in a semi-circle, a central staircase connecting them all. Iron and glass make up the primary construction materials in addition to concrete, a textbook example of Victorian design and architecture showcasing the more “humane” approach towards dealing with the problems of society. The arched roof makes the wing look more like a basilica, and I’m fairly convinced that is not a coincidence. It is an architecturally beautiful place, undeniably, though I don’t believe any of the people imprisoned here ever stopped to think about that.

The guide gathers us all near the central staircase while she talks about the Victorian Wing and its history. I am paying attention, enthralled by this section of the jail as I am, but I am unable to concentrate on her words. Somewhere above me, in the rafters, there is a violent noise, like a thousand chains being rattled. The wood panels shake visibly, as if an army was marching on them. I look up, concerned, though I seem to be the only one. The guide, especially, continues as if nothing in the world existed except her speech. The noise dies down so I turn my attention back to her.

It’s not more than a minute before it starts again, the rattling and the stomping, louder now than a second before. I once again look up, scanning the entire roof with eyes, my brow furrowed. My Disney-trained mind wonders momentarily, do they have a ride somewhere up there? I dismiss the dumb thought quickly, but I can’t quite fathom what’s causing it. And then the wailing begins.

It’s slow at first, a mere whistling, like someone whispering in your ear. But then it grows, fast and angry, a howl of unbound rage, a cry of primal anger. It’s a sound that makes every hair on the back of my neck stand up and my skin crawl. It happens again, accompanied now by the rattling and stomping, an embittered and furious lament. I look at my wife and her eyes are glued to the ceiling as well. We exchange glances, and silently, we both mouth the same word: banshee.

The guide finishes her discourse and lets us loose to wander around the area for a bit. The sound, the horrible and haunting cacophony, continues, waxing and waning. We approach the guide and with eyes wide open I ask her, “What is this noise?” She smiles, undoubtedly having had this question asked before. “It’s the wind,” she explains. “It filters through the cracks in the ceiling and travels in between the wooden panels and the glass originals they cover. It shakes the wooden panels and makes that noise as it travels.” I look at her for a few seconds, trying to figure out if she’s telling the truth. “It sounds like a banshee,” I tell her flat out. “It does, doesn’t it?” She smiles a conspiratorial smile as she says this and walks away from us.

The wail continues to ring for the ten minutes we spend in the Victorian Wing, exploring the various cells, walking up and down the central staircase, catching glimpses of the life of the people held here during the years the jail was operational. The rattling and stomping become the percussion to the banshee’s song of death and longing, a fitting soundtrack to this entire complex. I almost grow accustomed to it; almost. As we leave to continue our tour, the cacophony reaches a crescendo of frightening proportion. The rattling and stomping grow in intensity, the sound of a million fists pounding at the same time, while the wail escalates in pitch, a soprano hitting the highest note in the performance of a lifetime. It lasts but a second; it’s a sudden explosion of sound and emotion, the banshee’s last scream from beyond. And then silence, utter stillness; the quiet of the grave.

There is a banshee in Kilmainham Gaol and I heard her song of death. Be alert when you visit and you may hear her song, as well. Be forewarned, you will never forget it.

In Your Game

Drawing elements out of the myriad stories associated with Kilmainham Gaol for your game will not be difficult. From the presence of the political martyrs fighting for independence to each of their sorrow-filled stories (especially that of Joseph Plunkett - married at midnight, executed near dawn, his wife remaining a widow for life), there is a wealth if human drama that could add splashes of a greater reality going on around the characters’ actions. Any game in which there is a war going on, would stand to gain from the weaving of these elements in the backstory or the snippets the characters hear as they perform their missions, allowing them to glimpse parallel stories or the effects of their actions.

Of course, there is always the presence of the banshee to deal with.

The Banshee

This spirit of death has lived in the gaol for as long as anyone can remember. Stories among the local folk suggest that it has made her dwelling in those grounds for centuries before the stone behemoth was erected. Perhaps it always knew what one day would be built there, and the sorrow it would house, and it merely waited with the patience only the dead have.

What is known is that a banshee does live in the gaol, and while it calls the entire prison its domain, it certainly favors the large, glass-ceiling new wing, where its wail is intensified to great effect. The gaol staff learn quickly how to give it wide berth any time it is known where the spirit is manifesting, though the banshee also displays a trickster nature, and may sometimes pretend to be in one area only to pop up on an unsuspecting gaolkeeper elsewhere. Naturally, the turnaround rate of the staff is fairly high.

The Main Entrance (1) is about the one place in the gaol safe of the presence of the banshee. It mostly manifests in the new wing (2), its semi-circular hall and high, glassed ceiling being the perfect “concert hall” for its wail of death. From time to time, it can be found wandering the older, smaller cells (3) though in truth the entire gaol can be its playground. Of particular note is the outside courtyard (4); though completely exposed to the outside world (and more importantly, the sun, at least to the superstitious locals who think it may have some power over the un-dead), the banshee has been seen to manifest here as well on occasion, not strange when one considers the number of executions that have been carried out here over the years.

Why or what the banshee is at the gaol for, that is something no one knows for sure. Was she a jilted lover who committed a crime of passion and ended up jailed? The widow of an inmate, perhaps a martyr? Or is it a more primal force, a spirit of the land crying out for the injustices perpetrated? That is for you to decide.

Click on the map below to see a larger version or download a PDF here.

Original map courtesy of Kilmainham Executions, a great website to learn more about the gaol.
Find inspirational photos of Kilmainham Gaol at Wikipedia and Flickr.

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