oh yeah, dominion! yeah i guess it's ok, though i don't remember any highlights/great stuff from those matches i've played with friends. you can sure maneuver a lot in it (and i'd imagine even moreso in expansions than in vanilla) but it's still pretty collection-focused.
also avoid knight of the camelot like it's plaque, jesus
the cool stuff about tabletop from my perspective is that you don't have a black-box computer handling all of the calculation and mechanical aspects of the game for you. the way i've seen raph koster describe it is that the processor becomes the player, the programming becomes the rule-book (or text of the cards), and the RAM becomes the gameboard or whatever the physical pieces of the game are.
that means that your rules have to make sense and be comprehensible to a human player. human players know exactly what is randomize and exactly what is skill based, so the problem that a lot of games have (hiding shallow gameplay behind spectacular graphics, or masking poorly designed mechanics with cheap stuff like rubber-banding AI opponents) is eliminated entirely. that's cool imo... definitely gets you psyched up about playing a fun, well designed game. aside from that there's nothing more social than actually looking at the other players face-to-face, cracking jokes, eating snacks.
yeah that's pretty spot on. it IS cool and at best i have seen flashes of possible systems, much more versatile and rewarding... well, it's not something easy to talk about but i think that a good system/mechanically good game can promote the social aspect of a tabletop game... i'm not sure, i haven't taken this thought to far but i noticed that games like setlers of catan tend to ultimately lead to players shutting down/becoming reserved and nervous and focused on their respective games (in live settings), whereas games like werewolf and modern society (the finnish game i was talking about) makes people more creative/more extrovert in regards to others... this is semi-bullshit but i'm sure there's some grain of truth there. i guess the social side IS related around the events of the game ofc but i'd still say that there's a world of difference between the games in when it comes to rewarding social experience, eg mutual recalled stories, going over battle plans/thoughts after or during game, the moments when other player(s) realize one's plan or one foil other person's move with an restrictive move etc. lol yeah this is just me anchoring on your seemingly belittling/minimizing comment on social aspect, groan. (like it's extra or what but nevermind this kamerad, i've understood...). it's still worlds more than in internet games even with all the technical prowess...
i guess the point is that there's a socially elevating (or vice-versa) side when it comes to designing an tabletop game! which along with good mechanics makes up a lot of the "rewarding" experience of the game, that's my thoughts about it. it kinda makes sense when you remember that european upper-class used games in social gatherings with the purpose to improve the party's quality etc...
EDIT now that you've brought this up... i really like tabletop games it seems... i've thought a lot about them. they're definitely pretty excelent way to spend time in social gatherings. just apply the "beer" rule on Bang! and you get the prize... (every time u consume beer in the game... you DRINK beer/alcohol in real life...! these astonishing dostoyevsky reality...!)