Why Gaming Conventions Rock
For the last two years, I've had the pleasure of attending Gen Con in Indianapolis. It is quite possibly the largest concentration of role-playing nerds in one space for one hot weekend in Noble. In making preparations for this year's venture to the Midwest, I stopped to ruminate on right what makes gaming conventions so special. Having had the experience of more videogame-centric events like PAX, GDC and E3 under my bash, I'm excited to recover to my roots, American Samoa it were, and roll some cube at America's true gaming convention.
Caption has it that Gary Gygax started Gen Con in his basement in 1967. Gygax was an insurance actuary (that explains the tables) living in Lake Geneva, Wisconsin, and the premier assembly was an loose congregation of nearly 20 wargaming grognards. Because of the emplacemen and its focus happening wargames, this group meeting was named the Geneva Convention. The succeeding year, Gygax rented the Horticultural Student residence in townspeople for $50 and Gen Bunko was held there every year until 1976. After gradually ahorseback to bigger and better facilities, spawning many an imitators, and changing many hands, Gen Con has been held in Indianapolis since 2003 and run by the laminitis of Wizards of the Coast, Peter Adkison.
The first Gen Con that I attended was also the first without Gary Gygax. Gygax's passing into the Golden Hunting Grounds was a pall that hung over the event, merely it was fascinating to see a community of dorks and nerds pay court to the man who made their lifestyles possible. These huddled masses, these LeeLoo and Star Wars cosplayers, these thick-breasted, bodiced women and long-bearded men, all paid their respects with a moment of silence at first of festivities on Thursday dayspring. But the still was unnecessary, for their plain existence was all in honour of Gygax.
I went to Gen Con in 2008 to promote a record known as Disregarded Heroes: Fang, Fist and Song for Goodman Games. It was the first third party supplement for Dungeons & Dragons 4th Edition and it featured rules for the Bard, Barbaric, Monk and Druid, classes which were notably absent from Wizard's first Player's Handbook for the edition. In order to flaunt the classes, the written material team up thought it might be a good estimate to run an hazard all weekend that let Gen Con attendees experiment our powers and feats with tailor-made characters. We set a rigorous schedule of 2 hour sessions, au fond from 9am Thursday dawn to Billy Sunday afternoon. The responsibility for GMing these gaming sessions were supposed to be split evenly amongst the 4 writers, but one couldn't draw any imputable other activities and the former needed to babysit Ed Greenwood. So essentially, my friend and colleague, Tavis Allison, and I traded running games 14 hours a Day for 4 days straight.
Successfully running a secure convention game is different from any kinda ongoing gaming session or group, even if your group plays solely one shots. At a convening, especially one of the sized and popularity as Gen Con, you are potential to ne'er play someone WHO plays in your game always over again. There is no persistence from one session to the next; everything that you gues around the table in that wonky hotel ballroom only exists in the minds of you and your fellow players. The adventure needs to beryllium easy to digest, but also memorable enough for players to manner of walking away feeling like they had participated in something extra.
Luckily, Tavis had had experience crafting such an risky venture for other gaming conventions and he Lententide his expertness in showcasing the parvenue elite mechanics in 4E to boot to letting players choose from an array of interesting characters. Because we only had two hours, the adventure had to be designed to be played quickly. We beloved the musical theme of a rival party of adventurers, indeed those were the enemies (who, incidentally, were too created using the classes in Unnoticed Heroes, so we had double the chance of making players interested in our ware). We as wel gave players incentives; there was a game to "win." We hid 10 treasures in the bitty dungeon, and the group which collected all of them before the 2 hours were up would be recognized at the Goodman Games cubicle on Sunday and would take over their names published along the web site. Gamers love nothing more than a young notoriety.
The result of this figure, however, meant that gaming groups were often driven to play as fast and as furious as likely and each session ended in a frenzy of dice-rolling that got my heart racing every metre. I also made a point of encouraging roleplay; there was often no combat until an hour operating room much had elapsed. The characters had to convince an Awakened squirrel not to put up the alarm, and it was challenging (and terribly fun) to roleplay a simple hawklike motivated past nuts and berries.
GMing all of those Roger Sessions was terribly exhausting. I often had 2 or 3 sessions regular in a row where my only shift was a in haste inhaled cigarette before turning on the imagination for a new radical of faces. After the event, I had a slipped disk in my back which I swear I got by rolling cube repeatedly. Running that many games gave me teentsy time to walk the show floor, or to moderate out whatever of the other events at Gen Con. My mind was fried from so much imagining, that I could Doctor of Osteopathy fiddling more than bumble the streets of Indianapolis and fall in into my hotel bed, empty.
I wouldn't trade the feel for for anything. Even though there are hundreds of games occurring in the squarish sea mile around the Hoosier State Convention Nub during Gen Gyp, there's no more promise that they will entirely be amazing. Non completely GMs are created equal, unfortunately, and the sheer count of them at Gen Con means that non every game can or volition represent amusive. In fact, the only direction to fix sure that you have a great time is to run your own play school term. It's not a bad theme to sample the goods, so to speak, of other GMs at a convention, but nothing beats controlling your own fun by crafting a simple but aware adventure that transports the players to an notional humankind in two hr chunks.
More gamers than I could count came up to me after the seance to say that playing with me was the most fun that they had had at the whole convention. Like a performer bowing to a standing ovation, or a comedian relishing the guffaws of his audience, auditory modality such kudos is what makes convention gaming thusly special. IT raises roleplaying games to a performance art; you are performin for an audience whose only experience with you is the two hours of the mettlesome. Information technology can be stimulating.
For Gen Con 2010, I don't have whatsoever games planned. I'm upcoming the experience with a blank slate. I'll meet some friends from the City and play with them, and I might dabble in playing some other gambling systems which have caught my eye.
But I wonderment if I'll lack running the show. Will the experience constitute different, and by that I mean fewer fun, if I'm merely a consumer instead of the "talent"? Will I miss performing for a grouping of dorks that I'll never see again?
Greg Tito has begun dream upward an adventure to run at Gen Memorize 2010.
https://www.escapistmagazine.com/why-gaming-conventions-rock/
Source: https://www.escapistmagazine.com/why-gaming-conventions-rock/
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