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

The Weakest Deck at the Table Still Wins (Supplement)

  The Weakest Deck at the Table Still Wins I don't usually do this. Most of what I make lives in the video and stays there. But the deck tech format only gives me so much room — rapid-fire card talk doesn't leave space for the why behind the picks, and some of that why is worth more than a soundbite. So I'm trying something new: a written companion piece to go with the video, digging into the parts that didn't fit. If this is useful, let me know — I'd like to know whether it's worth doing again for future videos, or whether it's better left as a one-off. I don't remember the games this deck has lost. That's not me being modest, and it's not selective bragging either — it's just true. I can tell you the exact turn Whiptongue Hydra cleared a sky full of dragons. I can tell you what it felt like when a $25 deck put a $400 deck in the graveyard. Ask me about a loss, though, and I've got nothing specific. My brain doesn't file those aw...
  Nobody's Coming for You Personally (And That's Why You Should Play Harder) Derrick from Super Fast Tortoise said something on his morning show that made me stop and think: he wants to play more assertively. Maybe even aggressively. My first instinct was the same one every Commander player has: careful, that's how arms races start. I don't think that's true. Here's why. Two Different Levers "Assertive play" is a mindset. How you pilot. Develop every turn. Take the line instead of waiting for a safer one. Apply pressure. You can do all of that with a Bracket 2 precon. An "arms race" is a deckbuilding problem. Cards getting swapped for stronger cards, session after session, until nobody's having fun even though everyone's winning more. Two different levers. You can pull one without the other. I've watched a totally passive stax pile — hold everything up, combo off turn twenty — that's more of an arms-race deck than an a...

The Slopification of Magic: The Gathering — A Game Eating Itself

  If you've been playing since the Urza block, the Mirrodin era, the original Ravnica, or even just early Innistrad — you know what I mean. You remember what it felt like when a new set dropped and it felt like a gift, not a product launch. That feeling isn't gone. But it's getting harder to find. The Slopification of Magic: The Gathering — A Game Eating Itself By a long-time player who remembers what it used to feel like There's a word floating around internet culture right now: slop . It refers to the flood of low-effort, algorithmically-generated, quantity-over-quality content that increasingly drowns out anything made with genuine care. We see it in AI-generated images, in streaming content, in fast fashion. And if you've been playing Magic: The Gathering for more than a few years, you've been watching it happen to your favorite card game — slowly at first, then all at once. I've been playing Magic for a long time. Long enough to remember when a ...