Showing posts with label GenCon. Show all posts
Showing posts with label GenCon. Show all posts

Monday, June 30, 2014

The Warlock's (Double) Review: Zombicide and Ghost Stories

I've made no bones about the fact that, because of my work on demoing Cold Steel Wardens, my time at gaming conventions has significantly changed.  At the big shows like GenCon and Origins, I really have to budget my time, making sure to have enough time for travel, food, a bit of play-time and time to troll the dealer halls.  Given that, my time in the dealer halls has become much more focused:  I'll actively hunt down deals on the items that I'm looking for, rather than simply wander around aimlessly and see what I stumble upon.

This time around at Origins, I had two items in my sights, both of them cooperative board games in very different millieus:  Ghost Stories by Repos Productions (distributed by Asmodee), and Zombicide by Cool Mini or Not.  While I only found Ghost Stories at Origins, the PlatinumChick was kind enough to pick me up a copy of Zombicide for my birthday, so we spent the past Saturday giving a run through each!

Ghost Stories

Ghost Stories takes on an area of mythology that I'll readily admit, I'm not particularly familiar with.  In Ghost Stories, players take on the role of Taoist kung-fu monks, defending a tiny village from an onslaught of ghosts, brought forth by Wu-Feng, lord of the Chinese Hells.  And, when the game's in full swing?  There are a ton of ghosts invading that tiny little village!  At times, the feeling of hopelessness and dread is palpable around the table while the ghosts are marching in, haunting village tiles and slowly eroding your defenses.

Ghost Stories
Created by Antoine Bauza (Repos Productions)
Distributed by Asmodee.
Gameplay proceeds in two phases:  a Yin phase, where ghosts enter the board, use their special abilities, and attempt to haunt village tiles, and a Yang phase, where the monks can move, exorcise ghosts, or utilize the special abilities of the native villagers.  It's an easy game to lose, truth be told:  if the monks are reduced to 0 Qi, if three of the nine village tiles are haunted, or if the deck of ghosts runs out, the players lose!  Only by confronting Wu-Feng's avatar and defeating him before the ghost deck runs out can the monks save the day!

Luckily, the monks aren't chumps at defeating ghosts.  Each monk has its own special abilities, providing an edge against Wu-Feng's army.  The red monk, for instance, is the master of movement:  he can either grant extra movement to other monks or (as an alternate ability; you don't get both!) teleport anywhere in the village as needed.  The green monk is best at manipulating dice and can potentially outright ignore the dreaded "curse" die, which certain ghosts inflict when being exorcised.  Further, each village tile has its own unique abilities, which the monks can use instead of directly exorcising a ghost.  The Sorcerer's Hut can instantly kill any ghost on the board...if the monk is willing to sacrifice the Qi for it.  The Night Watchmen's Beat pushes back "haunter" ghosts, buying the monks a little extra time before losing some precious ground.

The components for Ghost Stories aren't much to speak of--the minis that are present are fairly nice, particularly the "haunter" miniatures, which appear as creepy, lurching robed figures, advancing on the village.  The art, however, screams theme at maximum volume.  Each ghost is lavishly illustrated with horrific details, and even mechanically identical ghosts have unique art on each card.  It's a great detail that significantly improves the game quality.  I will admit, the copy that I purchased at Origins did not come with all of its complete components, though a quick email to Asmodee had the missing tiles in my hands within a week--definitely points in their favor!

Overall, Ghost Stories is a great, if punishingly hard, game that really tests your ability to work cooperatively around the table.  At times, Ghost Stories almost feels puzzle-y, with the group trying to figure out, "Okay, we can't give up that tile, but we lose it on Green's turn.  Red, can you move Blue over to the Pavilion of Heavenly Winds, so that he can attack and use the tile to move Yellow into position to take on Green's ghost?"  That's some intense gameplay, but the puzzle nature takes you out of the kung-fu theme of the game a little bit.  However, the art puts you right back into the fray very quickly and the game itself is fabulously fun.  If there's one true knock I have against Ghost Stories, it's that it only hosts a maximum of 4 players.  With our game table usually filling up to 7 or 8, 4 just doesn't cut it!  Aside from that, though?  Give it a run--Ghost Stories is a blast!

Zombicide

Okay, so this one's not quite fair.  I've actually played Zombicide before, at one of the Wittenberg Game Nights.  But, having received my own copy, it's quite a bit easier to review!

Zombicide
Created by Cool Mini or Not
Zombicide is probably *the* minis-based, tactical zombie-apocalypse board game.  Let's get that out of the way at the start.  Produced by Cool Mini or Not, Zombicide is full of great components:  fantastic tiles, thematic (and not overly gory) art, and absolutely spectacular miniatures.  The zombies aren't just carbon copy clones of one mold; rather, there are numerous zombies in various poses, genders, and clothing.  From a sheer component point, this game justifies its hefty price point.

But as a game?  It's still fairly solid.  Survivors walk that balance between feeling like epic heroes (mowing down droves of zombies with a chainsaw is not only possible in this game, but encouraged!), but are simultaneously fragile, only able to absorb two wounds before succumbing to the zombie hordes.  Melee weapons seem to have a slight edge over ranged weapons in the base game, though they come with the disadvantage of having to actually get close to the zombies!  Further, the game has an in-built mechanic that escalates the zombie threat as the survivors gain experience.

Zombicide does have few odd rules that just don't seem to make sense in the context of the game.  Cars, for instance, provide no actual cover or protection against zombies.  Further, while they're typically a welcome sight--allowing a driver to run down numerous zombies in but a single action--cars are almost a bit too common.  The scenario we played had four, just sitting in the street!  In addition, there's no way to shoot zombies that lurk in the same square as another survivor.  Unless you have the "Scoped Rifle"--an item that you have to actually assemble during the course of the game from a "Scope" card and a "Rifle" card--any shot into a mixed area automatically targets survivors first!  That's a fiddly rule that really tears down the fun of the game and doesn't make sense, outside of giving melee weapons another edge (you can choose your targets with melee weapons).

That said, there's a ton of replay value to be had in Zombicide.  In addition to the numerous scenarios in the rulebook (and the possibility of entirely random scenarios, based on simply throwing down tiles and the like), there are a plethora of free missions and promo survivors ready to be printed on the Zombicide website.  Further, Zombicide already has two major expansions out, centered on a mall (echoing Romero's Night of the Living Dead movies) and a prison (echoing The Walking Dead).  A fourth expansion is actually being Kickstarted right now, centering on player-vs-player combat within a ruined hospital.  I'm on the fence about this expansion--the prior two instituted zombies that felt "cheat-y", such as ones that were just outright immune to melee or ranged attacks--though this one does have some appeal.

With a few house rules and mechanical tweaks, Zombicide is absolutely the best, most thematic, most tactical zombie miniatures game on the market today.  That said, it does need those few tweaks for playability, and a would-be collector should be well aware of power creep (both on the survivor and zombie sides) as the expansions go on.  But, the replay value alone should keep you mowing down the hordes for months to come.

Wednesday, July 31, 2013

In Which The Warlock Returns to Blogging!




Wow.  Four months goes fast, doesn't it?!

While I'm still in the full-time job hunt, I've decided to refocus my writing efforts and get back on board the blogging train.  Maintaining a blog has been one of those routines that have kept me (relatively) sane over the past few years, so I'm hoping that I'll be able to provide my usual offbeat perspective once again in my scrolls.

On the home front, we haven't actually been doing a lot of serious gaming recently.  ChaoticFrederick ran a short 4e campaign, but mainly we've been subsisting on a steady stream of board games:  mainly Arkham Horror and Sentinels of Multiverse (which I now own every expansion for--thank you, Amazon gift cards!).  I'm looking to start a Planescape game in the near future and may be playtesting an upcoming Cold Steel Wardens campaign when Wittenberg is back in session.

Great for reading;
Even better as inspiration!
Speak of the devil, there's big news for Cold Steel Wardens!  We're forging our way through layout and gunning hard for a GenCon 2013 release.  Buzz has been really spectacular for my debut solo game and I've actually sold out of my five GenCon events!  For only running games on two days, that's a spectacular turn-out!

I'll be running the same two scenarios at GenCon that I ran at Origins:  "Needles by Moonlight", our two-hour demo session, and "We're All Mad Here!", my homage to Grant Morrison's classic Batman storyline, Arkham Asylum: A Serious House on Serious Earth.  Unfortunately, the PlatinumChick will not be joining me at GenCon.  That's a real shame, as her Birds of Prey-themed adventure, "Birds in Flight" was a huge hit!

One of the best parts about Origins, though, was meeting so many spectacular gamers.  Some of the newest ones that I've met, in fact, were the Rule Zero Podcast gang, who sat in a "Needles by Moonlight" demo game.  I made such an impression on them that they wanted to interview me!  Check out this interview, where we chat about comics, my gaming origins, some of the neat mechanics of CSW and more:  Rule Zero Podcast: Andy Klosky and Cold Steel Wardens

The whole publishing process has been a blur thus far, though the biggest surprise for me has been the phenomenal work my artists have done.  First up, take a gander at our cover art, done by the phenomenal Talon Dunning!

Cover art for Cold Steel Wardens
Created by Talon Dunning
And, we even have a spectacular logo, created by the enigmatic (though equally talented) Cheshire!

Trust me when I say this:  CSW is becoming a gorgeous book.  I can't wait to see it in print, and the days are coming very quickly!

As a last bit, so you know:  this entry marks my 398th blog entry.  Could it be that I'm gearing up for something big for number 400?!  Stay tuned, lovely readers!

Thursday, August 23, 2012

In Which The Warlock Ends His Convention Run...


This time of year is a really exhausting one for me, friends and neighbors.  With the academic year swinging into gear and the convention season wrapping up, I've been up to my eyeballs with places to go, things to do, and people to see!


The Warlock's swag shot from GenCon 2012!
Two products from The Laundry
Some Savage Worlds and Deadlands
Richelieu's Compendium for All for One: Regime Diabolique
and a new GameWick Games t-shirt!
This marks the third year I've made it out to GenCon, but only the second that I've been running games:  in this case, a Laundry adventure set in equatorial Africa entitled "The Scramble for Buranda".  Investigators trekked through Ghana in search of the fabled Blade of Kings, while avoiding Grand Leader Charles Umtali's  guards and chatting up Black Chamber zombie drones.

This year's adventure was significantly better-written than last year's adventure, which seemed to switch titles off-and-on through the various drafts we were sent!  The pre-generated characters, as well, were significantly more interesting, with tons more role-playing hooks than their predecessors.  All three of my games went off without a hitch, with my players having a blast sneaking through downtown Buranda City and   trolling through the jungles.  Plus, Cubicle 7's games this year were situated in the posh J.W. Marriott, which was a massive improvement over last year's overly-crowded Omni.

Great DC Cosplayers
at GenCon 2012!
I've got to say:  my GenCon experience overall was a massive improvement from last year's.  The construction that plagued the downtown Indianapolis area has finally been completed, with skywalks linking all the major hotels.  My schedule actually allowed me to enjoy the convention itself, with plenty of time to talk to the folks at Pinnacle Entertainment (and even go to their seminar!), schmooze with the gang at GameWick Games, and even check out EEE's booth:  the Mythic Eras of War Games (spell it out...MEoW!).

Cosplay, too, seems to be really taking off at GenCon.  In previous years, costumes have been somewhat of an afterthought in Indy.  This year, though, costumes were plentiful, varied, and of a genuinely high quality.  It's nice to see this part of the con really take off!

But, as the school year gets started, it's time to focus on the things to come.  The Witt Guild's first meeting is this Friday--come, if you can make it to Shouvlin 203 this Friday evening!--and there's a ton of editing left to be done on Cold Steel Wardens!   Time marches on, friends and neighbors.

Friday, August 17, 2012

In Which The Warlock Preps and Ponders...

Just a short entry this time, friends and neighbors, as I'm getting prepped for my final convention of the year:  GenCon Indy.

Like last year, I'll be running The Laundry for Cubicle 7 Entertainment.  This time around, our intrepid Laundry agents are set to trek off to exotic Buranda in search of a mysterious blade associated with a nefarious cult.  Will they survive, or is CASE NIGHTMARE GREEN right around the corner?  Come play this weekend and find out!

I also just wrapped up on a new project, which I had mentioned a few posts ago.  You see, with a much-abbreviated convention season this year, I felt somewhat left out of my usual ritual of scenario writing.  But, with the rules for Hell on Earth coming out so recently, I felt that it was time to make a tribute to my favorite  of the Hell on Earth Classic scenarios:

Killer Clowns!
a classic Hell on Earth adventure by John Goff

Yes, that's right, children!  It's time for another visit to Dempsey Islands!  Except, this time, you'll be visiting the West Coast islands.  Try your luck at Nevada Smith's Shootin' Gallery, ride the Iron Dragon and race your way through Junkyard Station, and enjoy a leisurely soak in The Maelstrom wave pool...just don't hope to leave the park alive!

I'm still playtesting this module with my Friday group, so I'm going to hang onto it for a little bit for the sake of revisions and the like.  But, expect to see "Killer Clowns 2:  Return to Dempsey Islands" in my "Bag of Holding" very soon.  And I've already decided that I'll be running this one next year at Origins' "Savage Saturday Night".

Oh, and one last thing!  If you haven't yet donated to Will's "Wild Card Creator" Kickstarter, you're missing out!  He's already up to his base funding goal and is already gunning hard on his first stretch goal:  a 150 piece art pack by noted Savage artist Storn Cook.  Give him your support, fellow gamers!  It's a fantastic, revolutionary product that's going to be well worth the sticker price.

No weekend entry this time, kids!  I'll see you in Indy!

Thursday, August 11, 2011

In Which The Warlock Muses on GenCon...

With my British overlords at Cubicle 7 needing GMs for their games at this year's GenCon, I couldn't help but volunteer my services to run The Laundry.  In addition to being able to make good with the muckitty-mucks of C7, I wanted to be able to get a crack at GenCon!  Plus, Will the ManMan (also known as the Journeyman GM) joined me out there, running some sessions of Doctor Who: Adventures in Time and Space.

A glimpse of the dealer hall at
GenCon Indy 2011
While it's true I'd been to the "best 4 days in gaming" before, you could hardly call my visit to GenCon last year a true representation of the convention itself.  While gaming with Keith Baker was a massive treat, I only managed to spend about an hour in the Dealer Hall or surveying the convention itself.  This time, while I was still busy, I got a much better handle on the convention itself!

One of the biggest things that struck me was the sheer size of the Dealer Hall.  The hall itself was about half again the size of Origins' hall, with a massive amount of vendors, authors, and publishers.  The crowds were incredibly dense, but I didn't feel that they were that much larger than any I'd already seen at the Big O. 


Pieces for Fantasy Flight's upcoming
"X-Wing" miniatures game.
One of the neatest things that The Journeyman GM and I got to take part in was a demo of X-Wing--a forthcoming by the new owners of the Star Wars license, Fantasy Flight Games.  While still in development, X-Wing was a neat little miniatures game, built to be playable without the need for a map or measuring tape.  I'm not too heavily into miniatures games, per se, but the game was quick, enjoyable, and easy enough for newbies to pick up.  I'd like to see the ships deal a little more damage, but this was an early prototype, with many changes on the horizon.

But that wasn't why I was there!  Rather, I had some Laundry agents to drive mad!  I ran three sessions of "Case Goblin Willow" (or, was it Case Goblin Winter?  It kept changing with each draft of the adventure I received...), with some great moments of role-play at the table.  I was really shocked at the amount of fans for Charles Stross' series--I'm not exactly up on the sci-fi/fantasy scene anymore, but still--wow! 


Laundry Agents make their way through
Quarae House, in CASE GOBLIN WILLOW
My favorite session of the three had to be my second session, which got ambushed by two zombies...who promptly managed to nearly kill off two of the agents (with shovels, no less!), and send the others into a fighting retreat.  As the police arrived to investigate the gunshots, the agents realized quickly that they still had a corpse lying in the middle of their home-base!  With two of the agents hospitalized and three more incarcerated, none stood in the way of the adventure's villain from summoning STAIRCASE DWELLER (read: Yog-Sothoth!) and causing an early occurance of Case Nightmare Green...

One thing that did frustrated me was the layout of the convention center, and the fact that numerous games--RPGs, board games, and many others--weren't even in the convention center proper!  Rather, they were in the adjoining hotels, which could be up to 3 blocks away!  That makes for a ton of travel time, which makes the whole process much less convenient.  Plus, with many of the streets near the convention center under intense repair, it only became much more difficult to get around!

Overall, though, I was really pleased with GenCon.  With Origins moving their dates forward, it's looking more and more likely that GenCon will soon become my "con of choice" for a weeklong game-a-thon.  All in good time, no?

(See my whole album from GenCon 2011 on Facebook!)

Monday, August 08, 2011

In Which The Warlock Holds His Cards Close to the Chest...

Sorry about the late entry once more, fellow gamers.  I just got back from GenCon Indy last night, after running sessions of The Laundry for Cubicle 7.  While I had a blast, and I'm eager to share my thoughts on the games and the convention itself, I'm still organizing all of my pictures, and getting my thoughts together.

So, in the meanwhile, take a look at my first real attempt at making a Cold Steel Wardens character:  Crackdown, an urban avenger out to take back the streets!

Name:                  Crackdown (James Robertson)
Concept:              Inner City Avenger

Vitals:
Magnetism:  4
Agility:  3
Force:  5
Intellect:  3
Accuracy:   2
Nerve:   5
Awareness:   4
Psyche:  4

Derived Stats:

Pace:  5 (2+Agility)
Defensive Value: 10 (Agility+Nerve+Boxing Bonus)
Wealth/Status: 6 (Intellect+Reputation)
Physical Strain: 16 (BP=8)
Mental Strain:   14 (BP=6)
XP:  0

Flaws:
Brutal (No non-lethal attacks)
Psychosis (Insomnia)
--Nemesis (The White Russian)
--Obligation (Inner City After-School Program)
--Low-Tech (-4 dice when using high-tech)

Masteries:
Boxing (+2 dice on Unarmed attacks, +2 DV)
Staredown (Intimidate multiple foes, free Intimidate at Init.)
Untouchable (foes at -2 to hit, after successful Intimidation)
Vehicle (Motorcycle)

Powers:
Blast 4 (Electrical Shock)
--Optional Effect: Usable on Unarmed Attacks

Physical Skills:
Athletics              4              (Force 5)
Stealth                 3              (Agiliity 3)
Unarmed             5              (Agility 3)
Armed Melee    2              (Agility 3)
Armed Ranged  2              (Accuracy 2)

Investigative Skills:
Notice                  4              (Awareness 4)
Investigation     2              (Awareness 4)
Canvass              4              (Magnetism 4)
Examination      1              (Awareness 4)
Research             2              (Intellect 3)

Social Skills:
Persuade             2              (Magnetism 4)
Deception           3              (Magnetism 4)
Intimidation      6              (Magnetism 4/Force 5)
Insight                  2              (Awareness 4)
Reputation         3              (Magnetism 4)

Knowledge Skills:
Cultural                1              (Intellect 3)
Criminal               4              (Intellect 3)
Esoteric                3              (Intellect 3)
Historical             1              (Intellect 3)
Scientific             1              (Intellect 3)

Technical Skills:
Driving                 3              (Accuracy 2)
Piloting                 0              (Accuracy 2)
Mechanical         0              (Intellect 3)
Vehicle Comb.  0              (Accuracy 2)
Fine Manip.        3              (Accuracy 2)

Specialties:
Free-Running (Athletics); Hiding (Stealth); Spot Motion (Notice); Canvass Underworld (Canvass); Bluffing (Deception); “The Stare” (Intimidation); Violent Display (Intimidation);  Gangs (Criminal Know); Metahuman Abilities (Esoteric Know); Motorcycle (Drive)
 
 
Aspects:
Graduation from Moore College, after growing up in the inner city.
Foundation of after-school program to get kids off of the street.
Death of Sean Williamson, one of James' first "kids".
 
 
Motivations:
Take back the streets for the innocent and underprivledged.
Take down the gangs that have infested the ghetto.
Shut down the White Russian's gun-running operation.
 
 
Stances:
"If you get in my way, I take you down...hard."
"The cops are in the pocket of the mob anyway."
"I'm not going to hurt a kid; I don't care if he does have a gun."
"Every cent I take from these bastards is a gun off the streets, and new equipment for the kids..."
 
 
(As always, this material is playtest only, and is subject to change.  Cold Steel Wardens and the MAFIANAP mechanics and game system is copyright A.P. Klosky, 2011, trademarks pending.)

Sunday, June 26, 2011

The PlatinumWarlock's Origins 2011 Live Blog--Sunday!

Exhaustion really does catch up with you, after a while.  After day after day of hot gaming action, and night after night of no sleep, I was set to drive ChaoticKarl to the airport at 4:30 this morning for his 6am flight.  Unfortunately, I passed out and he forgot to set his alarm, which meant that at 5:20, we were desperately rushing towards Dayton International, trying to get him on to the flight on time!  We made it, luckily, but it just goes to show what happens when you're running on empty!

The PlatinumChick and Rogue Rod
conspire in "Severed Seas"
Sunday was the one true day of Origins where I had no real responsibilities.  The PlatinumChick and I had one game--a Rogue Cthulhu game called "Severed Seas".  The big plus on this one was that we got to play with two of our favorite Rogues, Justine and Rod; we've never managed to get all four of us into one game before, so this was a real treat!  Playing high-society Brits (or, in my case, a Russian engineer), we were set to investigate the mysterious crash of the Russian ship Antonov.  And, as is the case with all good Cthulhu adventures, horrible things ensue...

While I loved the role-play between characters--though, admittedly, there were probably 2 more seats at the table than really necessary or comfortable--this was maybe the first Rogue game I wasn't particularly enamored of.  For the first half of the adventure, tension was high as we began exploring the Antonov and the atoll it had crashed on.  Something big had created a huge hole in the hull, and not a single crewmember was to be found.  However, as we made our way through the adventure, the GM unwittingly took the horror right out of his own adventure.  When a hideous beastie made an appearance, the initial reaction was fear...until he let it slip that they were simple Deep Ones.  At that point, the guns came out and bullets flew...and the horror went down the drain.  And, for the record, why did everyone have a gun?  Surely the physicist and the archaelogist shouldn't randomly be carrying a revolver and a double-barreled shotgun, respectively!

BoardGameKaren and L-Train in
front of the dealer hall...
After the game, the PlatinumChick and I made our way through the dealer hall one last time, to make some final purchases and to day goodbye to the mighty WEGSHogz.  On the plus side, I actually got to introduce the PlatinumChick to Angus Abranson, one of the head honchos at Cubicle 7.  We had spent quite a bit of time talking earlier about the plans for The Laundry RPG and the demo games at GenCon 2011, but I figured that if I'm going to be writing/running games for them for any extended amount of time, it's a great time to meet and greet! 

As I mentioned earlier, I'll post a little more about what I picked up from C7 and the other booths during my Wednesday entry: my swag report and post-con wrap-up.  Till then, I'm going to just relax!  It's sleepy-time, fellow gamers!

In the meantime, enjoy my pictures from Saturday and Sunday at my my Origins Facebook album!

Monday, May 23, 2011

In Which The Warlock Makes a List and Checks it Twice...

Man, I just can't seem to stick to my schedule in recent days!  Yesterday, the PlatinumChick joined Lion-O, EEE, and Will the ManMan for a summer excursion to go see Pirates of the Caribbean: On Stranger Tides.  As such, the weekend blog entry was relegated to today. 

You see, in amongst all of the chaos of the school year ending, I've been compiling exactly what I have to do this summer.  All in one place, it's a little frightening, children!  Take a look:

June:
  • Revision for SunnyVale Acres
  • Begin work on [EXPURGATED RESULT] for Cubicle 7.
  • Finalize ICONS scenario:  "The Near-Orbit Mass-Driver Blues"
    • Character Sheets
    • Table Tents
    • Revised Outline and Villain Stats
  • Revisions of Origins Scenarios:
    • Deadlands--"Westward on the San Juan Express"
    • WEGS--"...WEGSthulhu"
    • CoC--"Chrysalis"
    • D&D--"Lawfully Blonde"
  • Prepare game supplies for Origins
    • Minis
    • Scenarios
    • Character Sheets/Table Tents
  • Pack for Origins
    • Buy gamer chow and other necessaries
    • Pack suitcases
  • Origins 2011
    • Run 6 games
    • Play in various events.
    • Live-blog notes for seminar--"Dirty Secrets of Game Design"
    • Handle donations for Sauer family.
    • Buy swag!
    • Live-blog (with photos!) each night.
    • Contact Slugfest Games, re: SunnyVale Acres
July:
  • Mail out donations to Sauer family.
  • Continued work on [EXPURGATED RESULT].
  • Outline and write manual for Lumberjack Wars
  • Begin revisions on "The Yawlamoo"--2-3 passes.
  • Process game feedback forms from Origins.
  • 5 day weekend in Reading, PA for wedding.
August:
  • Organize day-trip to GenCon Indy.
  • Revise and rebuild Dungeon Slam
  • Finalize drafts for [EXPURGATED RESULT].
  • Submit SunnyVale Acres to interested parties.
  • Prep for next school year
    • Shopping
    • Syllabus and lesson plan organization.
As you can see, friends and neighbors...this is going to be a busy, busy summer!  If I thought I wrote a lot earlier, I've got even more on my plate now!

Wednesday, May 26, 2010

In Which The Warlock Gives His Props...

So, I know that I promised a review of Icons in my last entry. I'm holding off on running a session of it for a week, as Ebbs is heading to North Carolina for the long holiday weekend.
And, for that matter, I have a whole series of observations on AnCon that I need to toss in, once I get the pictures off of my new camera. However, this entry is about neither of them.

The WittKids and I have been attending Origins for the last 4 years. Each year has a been a blast, and we're excited to be finally running events at the Big O for the first time. However, Origins isn't without its foibles.

The most trying, most frustrating of these difficulties tends to come from event registration. Origins has had a hell of a time getting it sorted out over the last few years and, in comparison to its bigger cousin GenCon, it seems disorganized, slow, and inefficient.

Many, many gamers get frustrated at Origins for this aspect. GenCon has its events list up earlier, they cry. GenCon has online registration earlier, they wail. Some even put up the infantile argument of "This is stupid--I'm never going to Origins again!"

To them, I say "Good. More games for me, then. We didn't want you anyway."

People seem to forget that Origins is run by GAMA, a non-profit organization of game manufacturers, while GenCon is run by GenCon LLC--a corporation. GenCon has more funds and more ability at its disposal than GAMA does in putting on a con. For that matter, most of Origins' staff are volunteers--usually unpaid volunteers, who are reimbursed through other manners (free badges, free hotel rooms, free travel, etc.). The actual staff of GAMA works diligently with an ever-changing crew of people to provide one of the premier game shows in the country.

To them, I say "Thank you!" Thanks for putting up with all of the bull pucky that people throw down in their ignorance. Thanks for putting in long hours, fixing server crashes, addressing customer service e-mails, and aiding all of us in setting up a really great time.

So, thank you, GAMA. I'll see you in Columbus!