Skip to main content

Lab Report 28: The Game Store That Wasn't

 

🧪 Lab Report 28: The Game Store That Wasn't

The other day, my wife asked me a seemingly simple question:
“When was the first time you went to a game store?”

Not a toy store.
Not a comic book shop.
But a store just for games.

At first, I laughed—because that question? It’s a time machine. The answer is weirdly complicated. I’ve always gone to “game stores”... but like many people my age, those stores shifted forms over time.

When I was a kid, it was all about toy stores. That’s where games lived. As I got older, those places transformed—morphing into game-focused stores or comic book shops with RPGs in the back corner. But the first time I really remember seeing a game and thinking, “This is different… this is for me,” was when I found The Fantasy Trip.

This wasn’t in some dedicated game shop in a big city.
Nope.
It was at Radio Shack.

Yes, Radio Shack.

This was around 1980 or 1981. I lived in a tiny town in Michigan—so small the entire downtown was just one block long. About halfway down that block was our humble Radio Shack. And believe it or not, they carried games. Not just the odd dice or chess set, but actual tabletop RPGs.

Radio Shack, of all places, was where I first saw books for Dungeons & Dragons. But those were expensive—too expensive for young me. So instead, I zeroed in on this other little game with a much more forgiving price tag: The Fantasy Trip, designed by Steve Jackson (yes, that Steve Jackson). I could actually afford those digest-sized books like Melee and Wizard, and they opened my mind to a new kind of gameplay—strategic, modular, and filled with imagination.

That was the spark.

It wasn’t the clean-cut “game store” people picture today with walls of board games, Magic singles under glass, and demo tables in the back. But for me, that Radio Shack was the first place I found my tribe—even if I didn’t realize it yet. It wasn’t long after that I started seeking out dedicated shops whenever I could find them, following a scent only gamers know: the smell of cardboard, old dice, and possibility.

Since then? I’ve never stopped.
I’ve chased that feeling across decades, systems, editions, and formats.
And it all started… at a Radio Shack, wedged between the calculators and cassette tapes.

Funny how memory works.
Sometimes the game store finds you before you even know you're looking.


Signed,
Madsaxxon
Tibalt’s Apprentice

 


 

Comments

Popular posts from this blog

Lab Report 059: I Hate Alchemy (and Why Nice Guys Finish Last on Arena)

  I Hate Alchemy (and Why Nice Guys Finish Last on Arena) “A wise ruler ought never to keep faith when by doing so it would be against his interests.”    Let me get this out of the way up front: I hate Alchemy. Hate it. Despise it. The digital-only nonsense, the endless “rebalancing,” the half-baked mechanics that would collapse under their own weight if they ever had to exist in cardboard form—Alchemy feels like Magic’s integrity got fed into a paper shredder just so someone in accounting could hit their quarterly bonus. Sure, the official line is that it keeps the game “fresh” and “exciting.” But let’s not kid ourselves. This isn’t about fresh gameplay—it’s about milking the cow until it keels over. And here’s the real kicker: nobody cares. Nobody at Wizards cares that Alchemy cheapens the game. Nobody on the Arena ladder cares if you’re stubbornly refusing to play the busted cards. Nobody gives you a shiny badge of honor for “staying true to real Magic.” If anythin...

Eminence is NOT Broken!

  Eminence is NOT Broken! So I got to see a clear contrast between a 2017 Commander deck and a 2026 Commander deck… and it’s not even close. The Setup A little context: I played a straight-up 2017 precon against three copies of a newer Commander deck (the Ninja Turtles one). They told me the decks were still around “bracket two”—light upgrades at most—and honestly, nothing I saw contradicted that. What I did see was this: I was casting 1–2 spells per turn They were casting 2–3 spells per turn Almost every spell came with extra triggers Their boards naturally created synergy webs And here’s the important part: I still had fun. This isn’t a complaint post—it’s an observation post. Because what I experienced wasn’t just power creep… it was design evolution . What Changed? (This is where WotC philosophy comes in) Back around 2016–2017 (think Magic: The Gathering Commander 2017 decks ), precons were built very differently. 1. “Battlecruiser Magic” Was the Goal Wizar...

The New Era of Commander Deck Building: Efficiency vs. the Joy of Jank

  The New Era of Commander Deck Building: Efficiency vs. the Joy of Jank Commander has exploded in popularity, and with it comes a wave of advice on how to build “better” decks. Recent guides talk about the “new era” of Commander — focusing on templates like the 1-2-3 Utility Conundrum, keeping ramp/draw/removal at 3 mana or less, and “percentile pushing” to hit ideal numbers of interaction while staying on-theme. These ideas make a lot of sense on paper. They help decks run smoother, reduce awkward turns, and let players execute their plans more reliably. But I have to push back a little. I miss the old spirit of Commander — the one where the format was about making cards that were meant to be bad work in ridiculous, wonderful ways. The Shift Toward Efficiency and Synergy Modern deck-building advice pushes hard for efficiency and synergy . Find low-curve utility that lets you ramp fast, draw cards, and answer threats without missing a beat. Look for “sign post cards” that rei...