It’s a Saturday afternoon, the store is pretty empty, and a few customers browse the shelves and racks. In the back there is a room, it’s called the game room, there isn’t many people there yet, but soon it will be full of men and boys ranging from middle age to pre-teens, with an occasional female joining the ranks. The store isn’t your normal store it’s a hobby shop. The products aren’t clothes or food; they are toys, of a sort. Model trains, Remote controlled airplanes, cars and helicopters, Miniatures, plastic models and cards. The game room is a place for the regular patrons of the store to come and play the games they have bought in the shop. These people are not the normal sort you would expect to find as regulars in a mall or country club or even a restaurant. Most are from the local area with a few driving in from as far away as 20 miles. This is the only store of its type in the area. What makes it different, and a place to hang out at for these people? That’s what we are here to find out.
From Writing Cultures in a Digital Age the authors state “The more genuine and rich contact we have with people of different beliefs, different ethnic or racial identities, or different national origins, the mor
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A strange thing occurs when someone asks to borrow dice, a comment usually follows the request amounting to hold on let me get you a different one these are my lucky dice. The shelves and racks are jammed with all manner of books magazines, models, miniatures (small metal figurines), games, building equipment, paints, and spare parts. e we may come to accept their differences. The staff is helpful and usually courteous, most of the time. As for the regulars there are more nicknames than normal, mostly due to a lot of common first names. One of the most common statements made in the room when a question is asked about someone is “which one?” which is usually followed by a clumsy description of the person in question. Not many of the chairs or stools match they are all in decent shape. The incomes of the group vary as much as there ages. Soon the conversation is on to new topics, until someone new walks up, then the whole thing starts over. It’s for a game, the army consists of little metal men, in this case space marines, which have been painted by the owner. Soon more people arrive and the noise level in the room starts to rise. Many stories are told in the game room, past exploits of people, past exploits of a game character, current events, historical events, new games coming out, old games that no one plays anymore, and just about anything else, but nothing stops a conversation quicker than someone showing off a newly painted miniature. There are very few rules in the game room, and those that do exist would seem strange to an outsider, take for instance the two written rules of the game room, No blood on the carpet, and the other any junk food brought into the game room is communal. Dice to a gamer are almost sacred, and every one has his “lucky” die.
Approximate Word count =
1706
Approximate Pages =
7 (250 words per page double spaced)
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