luke
07-29-2003, 02:08 AM
I went to GenCon 2003 to join a number of other independent game designers in promoting our games, our way. The umbrella over the group is Ron Edwards’ and Clinton Nixon’s forum website known as The Forge (http://www.indie-rpgs.com). Ron and Clinton have managed to carve out an interesting and unique niche for themselves in the gaming world. They are definitely considered (and consider themselves) the maverick philosophers of the industry. On the Forge they really dig into the heart of gaming. Not just about what kind of dice to roll and which system is better than what, they ask why dice are rolled when, what’s their purpose, do they drive the story forward and a whole lot more than that. In addition to their gaming deconstructivism, they are incredibly supportive of other game designers. Hence the Forge booth at GenCon.
Ron posted an open offer on his site to any indie game designers who wanted to come to the convention to promote, demo and sell their game. I opted in as soon as I read about it. A chance to go to GenCon and have a table in the exhibitor’s hall? Hell yeah! Ron asked a very reasonable fee for sharing space as well. So it was an irresistible offer. Also, I can’t deny the role of Mike Miller and Jason Roberts (of FVLMINATA fame) of influencing my decision. They willingly dove into a demo of Burning Wheel with me last winter at Lollagazebo and have been incredibly supportive and encouraging ever since.
Let it be known, that though I had talked with Ron via email, I hadn’t met anyone else at the Forge save Mike Miller (and Jason who didn’t attend this year’s GenCon) before I hit Indianapolis. So I was going in cold. And I was scared stiff.
The reception at the booth was warm and professional. Everyone was friendly, but everyone also had the air of, “we are here to do business, now get to work.” Though we all worked our asses off at the booth, this formality quickly faded. Before long, I was in the heart of a mutually supportive and compelling bunch of game designers. In short, I was in heaven.
The con itself was something of a tunnel-visioned waking dream for me. I can’t remember too much except for the noise of the crowd and the music from the Earth and Beyond booth across the way from us. I was just too busy at the booth, either demoing Burning Wheel, handing out flyers, or helping folks find the game that was right for them.
A big regret of mine was sitting down for a demo of Universalis with Mike Holmes, Ralph Mazza and John Wick and not being able to finish the damn thing because I had to freaking demo Burning Wheel! Ralph has been incredibly positive about Burning Wheel and I wanted more a chance to understand the inner workings of Universalis. But that was pretty early on—Friday afternoon, to be precise—and I was fairly swamped after that. Though I did get to sit in on a demo of My Life with Master by Paul Czege. Players take on the roles of servants of a diabolical “Master”. Stats are Weariness and Self-Loathing, which you must generate Love to overcome, lest you succumb to the evil of the Master. Very neat game with the easy possibility of either intense or hilarious roleplaying.
One fantastic element of the experience, for me, was being able to unreservedly and enthusiastically promote other people’s games. As many of you know, I am highly critical—perhaps too much so—but finally I found a place where I could endorse without shame or reservation. Everything at our booth had merit and was worth the money.
The highlight of the weekend for me was being able to talk shop with everyone around me! Not just Burning Wheel shop, but game design and theory shop. It was glorious. Saturday night we all managed to coordinate a dinner out and Ron lead the discussion on some wonderful game theory. Interestingly, he invited a certain game designer from very popular d20 company out to dinner with us and had the poor man leaking all sorts of heretical things about d20/DnD. Still, we all left much educated and enthused. And I continued the discussion with my own questions put to Ralph Mazza, Jake Norwood (Riddle of Steel), and Vincent (of Kill Puppies for Satan). My brain is still burning from the conversation.
Another great and influential moment, was getting to play Riddle of Steel with Jake as GM. We playtested a Fey scenario he’s cooking up. He’s an exceptional GM, and Riddle of Steel runs incredibly smoothly. Honestly though, I was amazed by how close ROS and BW are. It’s like two directors got the same script and went in different directions with it. The core elements are all the same, but the philosophy, outlook and highlights are a bit different. And for all those who are wondering, the Spiritual Attributes are really neat in Riddle, I played mine to the hilt. And in them I see Beliefs, Instincts and Traits—though now, I definitely see even MORE potential for BITs… But again, Riddle of Steel is a great game and I was proud to push it at the booth. I made a point to stress it as the coolest, slickest fantasy rpg out there.
As for Burning Wheel? We did incredibly well. Far beyond what I (or anyone except my Spotlight) thought. (But she’s always right, anyway.) The melee script demos were well received, by both convention kids and the other game designers at the booth as well. I was surprised and a bit overwhelmed.
Drozdal was an incredible and invaluable help in running the demos. Couldn’t have done it without him. He tries hard and rolls poorly and the kids love it! Though we did finally break the mold and Drozdal actually slaughtered two demoers in a BW melee demo first! Usually we always lose, but Dro brought us on to victory! And the kid who got bloodily hacked down enthusiastically bought the game.
By Sunday at 2pm we had sold out of our stock and had to run to catch our flight out. There will be a next year. It was on everyone’s lips. For me, I’m going back with BW and hopefully the Monster Burner and a few other super secret side projects. I plan on going for the full four days next time and hanging out Sunday night for aftermath and clean-up. I don’t want to miss a minute of it.
Lastly, I didn't have nearly enough money to even begin buying all the Forge games. Fortunately, Drozdal picked up the slack and purchased quite a few. The one that I did buy was Kayfabe (http://www.errantknightgames.com) by Matt Gwinn. This game is great, not because it is a wrestling RPG, but because of the concept of the mechanics: you control a whole promotion--writers, managers and wrestlers-- and try to make that promotion popular and successful. I love the idea of roleplaying out the fate of a corporate entity (not a corporation!). Anyway, more on this soon.
Ron posted an open offer on his site to any indie game designers who wanted to come to the convention to promote, demo and sell their game. I opted in as soon as I read about it. A chance to go to GenCon and have a table in the exhibitor’s hall? Hell yeah! Ron asked a very reasonable fee for sharing space as well. So it was an irresistible offer. Also, I can’t deny the role of Mike Miller and Jason Roberts (of FVLMINATA fame) of influencing my decision. They willingly dove into a demo of Burning Wheel with me last winter at Lollagazebo and have been incredibly supportive and encouraging ever since.
Let it be known, that though I had talked with Ron via email, I hadn’t met anyone else at the Forge save Mike Miller (and Jason who didn’t attend this year’s GenCon) before I hit Indianapolis. So I was going in cold. And I was scared stiff.
The reception at the booth was warm and professional. Everyone was friendly, but everyone also had the air of, “we are here to do business, now get to work.” Though we all worked our asses off at the booth, this formality quickly faded. Before long, I was in the heart of a mutually supportive and compelling bunch of game designers. In short, I was in heaven.
The con itself was something of a tunnel-visioned waking dream for me. I can’t remember too much except for the noise of the crowd and the music from the Earth and Beyond booth across the way from us. I was just too busy at the booth, either demoing Burning Wheel, handing out flyers, or helping folks find the game that was right for them.
A big regret of mine was sitting down for a demo of Universalis with Mike Holmes, Ralph Mazza and John Wick and not being able to finish the damn thing because I had to freaking demo Burning Wheel! Ralph has been incredibly positive about Burning Wheel and I wanted more a chance to understand the inner workings of Universalis. But that was pretty early on—Friday afternoon, to be precise—and I was fairly swamped after that. Though I did get to sit in on a demo of My Life with Master by Paul Czege. Players take on the roles of servants of a diabolical “Master”. Stats are Weariness and Self-Loathing, which you must generate Love to overcome, lest you succumb to the evil of the Master. Very neat game with the easy possibility of either intense or hilarious roleplaying.
One fantastic element of the experience, for me, was being able to unreservedly and enthusiastically promote other people’s games. As many of you know, I am highly critical—perhaps too much so—but finally I found a place where I could endorse without shame or reservation. Everything at our booth had merit and was worth the money.
The highlight of the weekend for me was being able to talk shop with everyone around me! Not just Burning Wheel shop, but game design and theory shop. It was glorious. Saturday night we all managed to coordinate a dinner out and Ron lead the discussion on some wonderful game theory. Interestingly, he invited a certain game designer from very popular d20 company out to dinner with us and had the poor man leaking all sorts of heretical things about d20/DnD. Still, we all left much educated and enthused. And I continued the discussion with my own questions put to Ralph Mazza, Jake Norwood (Riddle of Steel), and Vincent (of Kill Puppies for Satan). My brain is still burning from the conversation.
Another great and influential moment, was getting to play Riddle of Steel with Jake as GM. We playtested a Fey scenario he’s cooking up. He’s an exceptional GM, and Riddle of Steel runs incredibly smoothly. Honestly though, I was amazed by how close ROS and BW are. It’s like two directors got the same script and went in different directions with it. The core elements are all the same, but the philosophy, outlook and highlights are a bit different. And for all those who are wondering, the Spiritual Attributes are really neat in Riddle, I played mine to the hilt. And in them I see Beliefs, Instincts and Traits—though now, I definitely see even MORE potential for BITs… But again, Riddle of Steel is a great game and I was proud to push it at the booth. I made a point to stress it as the coolest, slickest fantasy rpg out there.
As for Burning Wheel? We did incredibly well. Far beyond what I (or anyone except my Spotlight) thought. (But she’s always right, anyway.) The melee script demos were well received, by both convention kids and the other game designers at the booth as well. I was surprised and a bit overwhelmed.
Drozdal was an incredible and invaluable help in running the demos. Couldn’t have done it without him. He tries hard and rolls poorly and the kids love it! Though we did finally break the mold and Drozdal actually slaughtered two demoers in a BW melee demo first! Usually we always lose, but Dro brought us on to victory! And the kid who got bloodily hacked down enthusiastically bought the game.
By Sunday at 2pm we had sold out of our stock and had to run to catch our flight out. There will be a next year. It was on everyone’s lips. For me, I’m going back with BW and hopefully the Monster Burner and a few other super secret side projects. I plan on going for the full four days next time and hanging out Sunday night for aftermath and clean-up. I don’t want to miss a minute of it.
Lastly, I didn't have nearly enough money to even begin buying all the Forge games. Fortunately, Drozdal picked up the slack and purchased quite a few. The one that I did buy was Kayfabe (http://www.errantknightgames.com) by Matt Gwinn. This game is great, not because it is a wrestling RPG, but because of the concept of the mechanics: you control a whole promotion--writers, managers and wrestlers-- and try to make that promotion popular and successful. I love the idea of roleplaying out the fate of a corporate entity (not a corporation!). Anyway, more on this soon.