Tuesday, February 9, 2010

Adrenalin Junkie

Around this time each year, I look around the store and ponder big changes. What if I brought in a new line of miniatures? If I put in a mini coffee shop, what side of the store would it go on [the left]? What would evergreen hobby products look like? I like to think of this line of questioning as withdrawal symptoms. The holiday season is retail at full speed and hopefully, full efficiency. It lays bare all the possibilities of what your store could really do, if only enough people could be shoved inside over a finite period of time. It's addictive. The holiday season is an artificial situation, sure, but it happens and, you think, if you could just bring in the Next Big Thing, it could happen again tomorrow.

Feeding these dreams and delusions are the various trade shows that begin around this time of year. Toy Fair in New York is next week. I've been urged to go. The Gama Trade Show (GTS), the primary show for the game trade, is next month. I've been urged to go. The NRSHA hobby show is in May, and although I haven't been urged to go, I feel a sense of urgency nonetheless.  The largest congregation of women I've seen in one place since college, AKA the San Francisco International Gift Fair is next weekend. I'll probably go since it's free and I can commute. I don't expect anything ground breaking there. For me, it's simply not time yet for a paradigm shifting, re-creation of my store. But soon, I tell myself. Soon. Perhaps it's just the season talking. Some sort of Seasonal Affective Retail Disorder (SARD).

The truth is that we're in the traditional seasonal lull, a calm before the storm. It's not entirely calm, as we're seeing a lot of uncharacteristically strong sales this quarter, including our first ever profitable January. January is usually the afterbirth of a joyous Christmas season. What a pleasant surprise!  Sales are strong, but there's nothing really new. Nothing to scratch that SARD itch. The lack of the new is what can get me in trouble and can cause me to jump the gun, ordering junk rather than waiting for the new. However, there probably won't be much of a storm either.

We'll see new stuff soon enough. GTS usually results in new game announcements, although if I were to look back over the past few years, most were not noteworthy. The recession severely retards the process as well, with plenty of retreats and expansions. That's not all bad. Before The Great Recession, many a buffet was wasted on dismal products that astonished rooms full of game store owners with their crapitude. Lately, interesting announcements have been coming from Origins and Gencon, and more experienced store owners seem to graduate to these consumer based shows. I don't expect blockbusters, but I wouldn't mind something clever. For now, at least, it's about cleaning up after the party, restocking the store, and tweaking our policies and procedures so we're ready for the Next Big Thing.

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Saturday, February 6, 2010

Venator

Here's my first assembled Forge World Imperial Guard Tauros Venator. This has Tallarn models substituted. They're the same auto-gunner model, which isn't idea, but it works. The models sit up straight so they didn't fit perfectly. The roll cage needed to be modified to make it work, extended up front and the cross beam removed. The photos show I've got a bit more clean up work on the body.

Edit: Better photos after straightening the perpetually crooked multi-lasers.

 

  

  

 





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What Small Business Needs

This article from Llewellyn King sums it up pretty well, small business needs jobs. Small businesses are hurting because there is slow demand for their products. This is because people don't have jobs, are under-employed or are afraid of losing their jobs. Under this scenario, they can't afford to buy things. A small business might sell direct to customers, or they might manufacture or provide a service for another business that does. If the government wants to help small businesses, find a way to create demand by solving the job problem.

Once you solve the job problem, you also solve the small business finance problem. Banks would have more faith in the economy and small businesses could book profits they could then show the banks to acquire needed loans. Once defaults slow on credit cards, the most used method of small business financing, rates would hopefully lower as well. The government has already shown themselves incompetent at micro-lending to small business with their failed SBA ARC loans, just as they can't assist people with their mortgages. Other than somehow making the banks loan money to small business, creating jobs fixes the primary small business criteria for loans: profitability.

As King points out, small business tax credits are not the answer. To get a tax credit, you need to pay taxes. If you're small business is not profitable or just breaking even, you're not paying taxes, and don't need a tax credit. They expect small business to hire people with tax credits, which makes no sense at all. What will these new employees do at your slow business? Cater to the idle new employees of other small businesses? They certainly have time to shop!

Government doesn't really understand small business. Then again, as we're discovering, they really don't understand the people, our customers. Or maybe government has far less effect than we think and they're just blowing smoke until a natural correction occurs. I can't say I've got a lot of faith in either scenario.



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Thursday, February 4, 2010

Why Game Stores Suck

Not all game stores suck, but many do. Why? My theory is simple: Anyone smart enough to run and survive a small business, especially retail, is smart enough to know better. Those who stay in it after gaining this knowledge, usually have an unusual motivation that's not driven by economics, and therefore they appear irrational. Lets take a look at why running a game store is irrational.

There is clearly no gold at the end of the retail rainbow. It's a slog, a constant educational process with no predictability or continuity. It's just as much work and training as a professional career, but without the payoff or rewards from working up a ladder of proficiency. The chance of failure in year four is just as high in year ten. The skills are not transferable. Success is elusive. In fact, what keeps many in for so long is the slow progression that gives the illusion of success. A 10% increase in sales each year would be successful in most growing businesses, but in the average games store, that's only a few thousand dollars profit, chump change in exchange for your life.

That illusion of growth and success, chasing the rainbow, appears at first to be backed up by numbers. If you can only bring in more inventory, get a bigger store, hire better employees, you'll beat the monster. However, larger stores quickly learn that specialty retail doesn't scale well. A larger store means larger expenses, commensurately larger sales (if you survive), and much higher risk, but without the larger payoff. Tell a large store owner you've got a small store and they'll smile blissfully, their mind drifting back to better days and fewer cares. "You keep hold of what you got, kid!" Running additional stores is fraught with even more peril. But this doesn't answer the question.

Why do many game stores suck? It's because once the majority of "clever enough" store owners realize their predicament, yet remain in business, they lose the usual profit motive that drives business. This is true in all areas of the game trade, and much of perceived retailer incompetency is often a result of some other oddly motivated person up the chain. In business, you may not know someone, but you can at least trust them to be self-motivated enough to not screw you and act in their best interest. Not in the game trade for the most part. There are too many weekend warriors, lifestyle businessmen, who act against their own interests because their motivations are, well, perverted. Too many people with day jobs that quickly become their focus. The problem is that if they weren't in it as a lifestyle choice initially, they eventually find themselves with the lifestyle regardless.

When the profit motive is removed by default, game store owners find other motivations. Perhaps they want a quiet job with less stress because they have a WWGJ (Wife With a Good Job). Maybe they want a venue to play their games or paint their models. Maybe it's all about the ego and being head geek. They become industry leaders and moguls, often while their stores burn in the background. They lecture on financial responsibility while their bills go unpaid. They become mavens in segments of the game trade that interest them and ignore others, because if you aren't in it for the money, you damn well better be doing something you love. There's a lot not to love in the game trade. If you happen to play the games they don't love, there is no love for you. Why won't your store special order your game? Because the owner doesn't love you. What about the profit motive? If he was interested in profit, he would go back to his day job, or perhaps he's already back at his day job and the guy he hired makes minimum wage and has no power to help you.

Wow, what a downer, Gary. Didn't you argue elsewhere recently that game store owners can be trusted to follow their best interest? Yes, and this is only half the story. What about the good half? Having a good half is phenomenally good, considering all small businesses have about a 50% fail rate after four years. I would like to presume that half of all stores doing things right is pretty good and not all that uncommon for small business.

We know little about this good half. The old adage, "he who speaks does not know, and he who knows does not speak" seems to be apt. There are many successful stores out there with owners that quietly do their jobs. They don't participate in web forums, write blogs like this one, or pontificate at trade shows.

They don't just "do" their jobs, they tend to do them brilliantly. They're the ones doing the seemingly impossible, profitably running a store with much hard work and effort. Many have an angle, a related side business, a unique audience they cater to, a profitable online presence, or just decades of momentum and a giant customer base. Many take the kind of advice other stores give and turn it into an art form. Occasionally I'll be introduced to one of them, the inner circle of success that defies all the asshattery of the game trade. It's like the sky has opened up for me after taking advice for years from circus performers. Some just love the business side of the game trade; they have a high Int and a low Wis. I'm always trying to figure out how to be one of them. It's the elusive pot of gold at the end of my rainbow.

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Tuesday, February 2, 2010

Sideboard (Magic)

A sideboard is a set of up to 15 cards you can use between games to modify your deck. The assumption here is that there are some very useful cards that are specific to certain situations. They're specific enough to solve particular problems effectively, but too specific to keep in your main deck all the time. These situations are usually about strategies, but sometimes target color as well. You generally need to understand the weaknesses of you deck and the strengths you're likely to encounter, as opposed to blindly choosing cards that attack one color or another.  Most importantly, you have to know when to add in sideboard cards and which cards in your main deck to swap out.


That said, I'm completely unqualified to build my own sideboard because I have only a hint of my own weaknesses and almost no knowledge of current decks other than my own. For now, my sideboard is a kind of first aid kit. I don't know what kind of injury I'm likely to sustain, but I've assembled the most likely remedies based on what other people do in emergencies.

I'm building my initial sideboard by using a deck database, looking up vampire decks that win tournaments. I looked at all their sideboards, and ranked cards by popularity. This provided me a blind list of what might be helpful, kind of like throwing together a bunch of different sized bandages in hopes your injury will be applicable. Some of the cards were already in my main deck (a potential warning sign). Here's what I came up with:

Popular Vampire Deck Sideboard Cards (in order of popularity)
  • Deathmark
  • Mind Sludge
  • Disfigure
  • Sadistic Sacrament
  • Malakar Bloodwitch
  • Marsh Casualties
I'm not sure how many of each I'll put in my sideboard for tomorrow (some are hard to find, like Sadistic Sacrament and Marsh Casualties). I actually think I'm far better off not running a sideboard or running less than fifteen cards if I don't understand how to use them. For that reason, I plan to be careful and only use my sideboard cards if I can identify a) what I'm doing wrong and b) how the sideboard card can solve the problem and c) which cards I can remove from my main deck without exacerbating the problem. Another hint from the article below is not to mess with you sideboard if you're winning. Good advice.

See Learn How To Sideboard, Dammit! for sideboard advice (and some abuse).

Deathmark appears to be the most popular vampire deck sideboard card. 
Cheap. Targeted. Useful 40% of the time.
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Monday, February 1, 2010

The Nocturnal Vampire (Magic)

Once I found some time at the store today, I began raiding the singles. First I went with a bunch of recommended rares, Bloodghasts, a Vampire Nocturnus, Tendrils of Corruption and some cards to bring up to four some of the better cards I already acquired.  This would have cost me over $50 if I were a customer, so to make this project revenue neutral, I sold myself back all the green rares that I got in my two booster boxes. It just about covered the total, although I bought back a lot of junk rares that we normally wouldn't take. I threw in some card sleeves to keep my deck in shape.

The project is approaching $400. Just to dispel a myth, for $400, I could set myself up with all the painting and modeling supplies I need ($200) and buy a modest space marine army, maybe a 40K starter set and a battleforce box with a few more models to fill it out. Magic players shy away from miniature games because they perceive them to be expensive. It's not any more expensive than Magic, you just can't buy miniature games in $3.99 increments.

Once the regulars saw me rooting through the Magic boxes, they began giving me much needed advice. I was told the killer combo and the "must have" cards. Bloodchief/Sanguine as well as Vampire Nocturnus. Vampire Nocturnus is supposed to be the basis of a good vampire deck, but at $20 each, that's quite an investment. I've got two for now.

I'll get a better sense of deficiencies and balance once I've played some games. I also need to come up with a sideboard. Sideboards allow you to swap in up to fifteen cards between rounds. My understanding is that these are usually specialty cards to counter opponent decks that are potent against you. You might keep some good "anti-white" cards on the side. Thoughts on must have side deck cards?

Here's my deck today. I'm wondering if I have too many monsters.

Vampire Deck (2010, Zendikar, Worldwake)

Land (22)
Swamps (20)
Piranha Marsh (2)

Creatures (22)
Kalitas, Bloodchief of Ghet (1)
Malakir Bloodwitch (3)
Vampire Nocturnus (2)
Bloodghast (4)
Gatekeeper of Malakir (4)
Child of Night (4)
Vampire Lacerator (4)

Spells (16)
Tendrils of Corruption (4)
Doom Blade (4)
Disfigure (4)
Duress (4)
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Sunday, January 31, 2010

The Faithful

Polyfabulum: (from Greek πολυ [poly, meaning many or several] and Latin fabulum [game]) is the practice, desire, or acceptance of playing more than one hobby game at a time. It can refer to the nature of a gaming relationship at a given time, or be used as a description of a philosophy of gaming, rather than a person's actual gaming status at a given moment.

 

The faithful filed into the grand temple, inspirational music playing as if from angels above. Artifacts of The Faith decorated the walls and brought comfort. The temple was clean and bright, made as inviting as possible. Without a trace of cynicism, the priest knew that theater was a large part of this production. There was a necessary sense of comfort and inclusion. Several young acolytes also watched on. He noticed a hint of a sneer from one of them.

"What is wrong my son?" the priest asked.

"Friday worshippers." the young acolyte responded, as if that said it all.

"And?" said the priest.

"They're not true worshipers. How many have delved into the Books of Gygax or experienced the inspirational art of McVey? How many have puzzled out the Formulas of Knizia? Sure, we need their donations to keep the doors open, but they're not, well, of the faith. They come here once a week and do their rituals and think not of us at other times. They are monofabulum."

The old priest stiffened at the pejorative academic term. He thought back on his own past. His devotion to a single aspect of The Faith was what brought him here. Most of the trappings the acolyte spoke of were relatively new to the old man. When he was a boy, they hadn't existed yet. At first he was content with his simple, strong faith, but eventually the priest wanted a deeper experience, partly to connect with his flock. Back then, it was acolytes like these that inspired him to go further, to become a priest of the temple. His faith had been strong despite his sparse academic training.

"My son, they all participate at their level of comfort. They are all equal in The Faith. I am sure even The Great Gygax would have agreed." the priest explained. "Maybe there is an ancient table or chart we can consult."

"Perhaps." said the acolyte. "And there's always hope for change, as you say."

"No, my son. They are fine as they are."
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