Thursday, February 9, 2017

Review: The Geeknson Henry table

The table in all its glory in my room
You can buy things that are necessities. You can buy things that make your live comfortable. And you can buy absolute luxury items. This review is about the latter category. As you may know, I'm an avid boardgamer and also a sucker for cool consumer articles, so when I heard that there were tables made specifically for boardgaming, my interest was peaded. These things have a vault in which you play that you can over up with boards, so you can cover the game to eat, for example, or simply for storage until nex gaming season. They also have a ton of other extras. 

Table with the boards removed. You can see the rim.
They're also pretty expensive, so I started saving up, you know, just in case. Last year I started shopping around in earnest to find a manufacturer I wanted to trust with the job. While I first heard about these monsters from Geekchic, their location in the US basically ruled them out, so I was settled with the two European manufacturers (there are also some others producing simpler and cheaper versions, but only two getting you want I will talk about): Geeknson (UK) and Rathskellers (Greece). I finally settled for Geeknson, mainly for reasons of price and because I didn't get a good argument on why to spend 1000€ more on Rathskellers. So, on to it: what does this thing do? And does it work? 

The case against killing player characters

It's kind of a truism that practically every gamesession of roleplaying involves combat at one point or another. That combat has, via reduction of health points and the suffering of wounds, the general possibility of death for everyone involved. Usually, a lot of NPC are getting killed, but the rules do allow for the same fate to befall the player characters as well. 93,6% of roleplayers think this is a good idea, according to a study I totally didn't make up right now. 
And it makes kind of intuitive sense. The threat of dying infuses suspense into the combat, it sharpens the senses, it gives the exhilarating feeling of having escaped death in the last possible moment. For gamemasters as well as players, it also offers a kind of insurance against dumb player actions. You insist on summersaulting that Goblin? Congratulations. He stabs you. Critical Hit. And you had a botch trying to acrobatically land, suffering damage, ooooh, crit. You're dead. Drama! After all, doesn't combat derive its suspense from the danger of stuff like this happening? 

Not at all.