Five Ways GMs Can Step Up Their Convention Games

Here are five quick(ish) ways that you can make your convention game really stand out. Some might even be helpful for your home games!

1. Use Props

Players love props. If there’s a letter they find, make one to hand out. If there’s a special artifact they find, make a card up for it. Some people go over the top on this and actually create a mock-up of the artifact, which is awesome if you have the time, money and artistic ability, but otherwise, cards work great at making a player feel like they really gained something.

There are many resources on props, so I won’t go too much into them, but here’s some good starting points:

Using Props in RPG Games

Making Handouts, Gear and Props for your RPG

How to Use Props in your Games – 8 Tips

2. Customized Character Sheets

This does take a little extra time, but there’s nothing more boring than a white piece of paper covered in a bunch of stats. Some games have visually appealing character sheets, but most are nothing more than boxes, text and numbers. Not very engaging. At the minimum, find a picture for each of your player characters and find a place to put it on the character sheet. If you can go that extra mile, make up your own character sheets that highlight critical information and maybe have a second or third image on them related perhaps to special gear they have on them or a location they come from.

3. Player Character Name Tent Cards

It’s a fairly simple thing, but can really make your game stand out. Pick up some index cards at your local stationery or dollar store and then make some name cards using almost any word processing software. If you print the information on each half of one side of the index card, you can then fold it over and create your own tent cards. I prefer having the character’s name on it with a picture of the character on both sides, so that the player themselves can see their character and name (a good reminder) and other players can see their name and picture too. It’s a great visual add-on.

I’ve tried in the past having game information on the back, but I think it largely gets lost in the course of the game, while having a picture is a good visual cue for the player. I’ve also tried having a place for the player to write their name on the card, but in practice, I tend to call the players by the character’s names (helping immersion) and this is significantly helped by having a character name card in front of each of them.

4. Player Reference Sheets

A quick reference sheet of important rules they need to know in the game can be a big help. Not every rule, but the key ones. It shouldn’t be more than one sheet of paper, one-sided and ideally only half a sheet. It could even be tips on tricks in the game they could try.

Not all players will read it, but some will really appreciate having a window into the game they’re likely trying for the first time.

On this point, you could have a one-page, one-sided sheet covering key concepts in your game world. This can be useful as well, but again, you want it to be brief and focused on concepts that will apply to the particular game that you’re running. Leave those booklets or books(!) on your game world at home. No one’s going to read them.

5. Pencils, Dice & Paper

I realize that all gamers are supposed to bring their own pencils, paper and dice to games, but we’ve all run into players who don’t. Especially at conventions. Have some extra available and they won’t have to borrow them from other players (which can create its own tensions). It’s just a nice courtesy to the players.

Conventionally Speaking, Part 2

As I mentioned in Part 1, I had never really played any of these games, and I loved them all. I say “never really played” because I had already dipped my toe into the D&D Next waters, and had, along with countless other gamers, submitted one or two opinions on the whole endeavor…

ConnectiCon Introduction
As it happens, it’s a lot easier to drone on and on about the logistics of a convention (see Conventionally Speaking, Part 1) than the games you play at a convention. At least, it’s easier for me. In Part 1, all I had to do was tell you what happened: how I got there, what I saw, what it was like. All of that is extremely subjective, and I can be wildly inaccurate while servicing the needs of the narrative. Nobody can say, “That’s not what really happened!” or “That’s not the order it happened in!”, since nobody was there experiencing it from my point of view.

But now I want to talk about the games I actually played in, games with rules, rules that you people can look up and say, “No, you’re wrong, that’s not the way this game works!” It’s far too easy to share way too much about the game (“Drogonilithuz Smorgle-Borgle, a Zed-Alpha level half-troll splatterpunk elementalyte, played by Ernest K. Bindlehopper, a 26-year old database modulator who was sitting on my right, picked up his scarlet 30-sided dice, shook it four times, rolled a 13, applied his Specialty Convergence, his Tantric Positioning, and his Mortgage Prime Rating, for a total of 27.459, and compared that against the rigger pirate clown clone’s Life Protection Soaking Score, adjusted for the heights of all players at the table, and then…”), or share way too little (“Played cool game it was good I liked it”).

Confronted with these daunting challenges, I elected not to do anything, and time passed and Editor-in-Chief Mr. Chris seethed and silently plotted my death. Unfortunately, my strategy of inaction didn’t make the writing job any easier or more finished, so I’ve elected to apply Nose A to Grindstone B and just write the bloody article. We’ll see if that works.

[editor’s note: Mr. Chris was not seething; he was waiting with +5 patience…]

What Dice Do I Roll?
As I mentioned in Part 1, I had never really played any of these games, and I loved them all. I say “never really played” because I had already dipped my toe into the D&D Next waters, and had, along with countless other gamers, submitted one or two opinions on the whole endeavor. Of course, this was before its Creators had received, processed, and instituted those opinions, resulting in many, many changes to the system. This was my first time playing the fer-realz D&D 5E, which meant that this particular savant (who had been playing Dungeons & Dragons since puberty) was transformed into a total noob, with no clear idea of what was going on, in this or any of the games.

My befuddlement can’t be blamed on the game systems or the Game Masters or the other players or the convention setting or the dice I rolled or even the chair I was sitting in. The reason I never knew what was going on is entirely my own fault. I have grown complacent in my RPG life, resistant to new systems for the single simple sin of being new. Instead of coming to any of these tables with a freshly formatted brain, I tend to view every game through the cloudy filter of GAMES-I-ALREADY-KNOW. This has proven to be a severe disability with every new game I’ve played, including the games below and my other forays into Shadowrun, Call of Cthulhu, Savage Worlds, Eclipse Phase, and Death Race Z.

The Games in Common
As different as my three convention games were constructed, there were a few notable and delightful similarities. First of all, there was nary a grid to be found in any of the three. I have been spoiled / ruined by 1” square battle maps, leaving my “theater of the mind” abandoned, rundown, and very dusty. I had actually come to believe that I was unable to play games that lacked a scaled map, a million miniatures, and lots of space counting (“I’m going to move over here… 1, 2, 3—no wait, I’m going to move over here… 1, 2, 3, 4—hold on, I’m going to move over here…”). Playing inside a shared imagination resulted in more vivid memories instead of fewer, as I was forced to picture the settings, and wound up filling in parts that a flat map could never convey: the swish-swash of ocean waves, the sugary aroma of a mug full of honey mead, the agony of my bard’s skin cooking and cracking in roiling fire.

Secondly, all three games featured Game Masters of the “say yes” variety, which means that no matter how ludicrous our character’s plans or plots were, these GMs rolled along with them. To be sure, this was typically a “yes but” situation, allowing us to perform our silly heroics, but with a complication or two thrown in for flavor. If you’ve never heard of this style of gamemastering before, it’s probably because your GM sounds like this: “Can I—?” NO. “What if I—?” NO. “I’d like to—“ NO. I’m about to make a wildly unfounded generalization, so please buckle your seatbelts. I believe these newer games are being specifically created to encourage, if not actively enforce, these “say yes” GMs, and that is a very good thing.

The Games, in Practice

ICONS

Without question, doubt, or feather torturing, ICONS was my favorite of all three games, and that’s not just because it was run by the guy who freaking wrote it, Steve Kenson (who also, by the way, wrote Mutants & Masterminds). ICONS is a superhero game, requiring a couple 6-sided dice and a great heaving pile of imagination. We five players created our characters right at the table (magnificently randomized, similar to Gamma World but with capes), got a crash course in the way the game runs (roll 1d6, add stuff to it, and beat a target number for success), and were off and playing in about half an hour.

Built right into the body of the game is a mechanic called Qualities, which are three descriptive phrases that define and describe your character. You can call upon these Qualities to accomplish something particularly cool and superhero-ey, but be careful, because the GM can call upon these Qualities as well, to bring a little trouble your way.

For example, in our game, one character had the quality “Arrogant son of a god.” When we players were confronted with an obvious danger, we quite naturally hung back, evaluating and considering. The GM suggested that Mr. Arrogance should probably charge straight ahead, so that’s exactly what he did, and by the way, what he HAD to do. A game mechanic that enforces roleplaying, how cool is that?

13th AGE

Jonathan Tweet and Rob Heinsoo were booted from Wizards of the Coast during consecutive Christmas layoffs (Tweet in ’08, Heinsoo in ’09), a cheery Wizards’ tradition, and they decided to channel their inner Bender and declare, “We’ll go build our own game, with blackjack and hookers. In fact, forget the game and the blackjack. Ahh, screw the whole thing!” Only they didn’t screw the whole thing, they actually wrote it, and it’s really good. It’s what happens when two people who are very passionate about different versions of the same game get together without engaging in a stupid slap-fight about “whose is better.”

It has ability scores and classes and races and rolling dice and adding numbers and just enough bits that you’re familiar with that the violently unfamiliar bits—specifically the Icons and Icon Relationships—don’t cause your brain to abruptly leak out of your ears. At least, it didn’t have that effect on anyone else at the table. I had no idea what was going on. I probably should have read some more or asked some questions.

Even so, I experienced enough in the game to 1) have a lot fun, even with a fairly complex character, and 2) want to play again. And again. And again.

It’s immediately clear that the game is a result of its creators playing it and other games, and then asking the one question you’re never supposed to ask: “You know what really sucks about RPGs?” 13th Age is packed with answers to this question, but my two favorite answers are the following:

  • Escalation Die. Instead of letting battles drag on endlessly and needlessly in a series of miss-miss-miss-miss-miss-misses, this mechanic makes the characters (and sometimes the monsters, oh no!) more dangerous as the fight progresses. This turned the cleric in our party into an UNSTOPPABLE GODBLADE OF VENGEANCE, which really started to annoy the barbarian.
  • Fight in Spirit. You know what’s great? A thrilling, roller-coaster of a battle. You know what’s not great? When this fight happened, your character happened to be at the library reading. As a player, you have to sit there and watch of all your so-called friends have a great time. Jerks. But this “fight in spirit” actually lets you participate! It’s not automatic; you do have to roleplay yourself into the moment, explaining how you’re boosting morale. But you do get to play.

DUNGEONS AND DRAGONS

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For a more thorough take on D&D 5E, please see Jonathan Baldwin’s article, “What Comes Next: The Future of D&D,” which has covered many of the things I was already thinking about. Still, I have all this white space, so I probably should say something.

I absolutely love what they’ve done with Advantage / Disadvantage. Someone deserve a kiss full on the lips for coming up with this, though probably from a person more attractive than me. It is one of those rare rules that covers nearly every circumstance, but is single-celled organism simple. If you’re in a good spot (enemy is blinded, you are blessed, DM likes the cut of your jib), you have advantage and so you roll twice and take the better roll. If you’re in a bad spot (sneaking in heavy armor, you’re cursed, DM just found out what you did to his dog), you have disadvantage and so you roll twice and take the worse roll.

While I was initially concerned about the significant shrinkage in numbers across the game (bonuses are down, defenses are down, hit points are way, WAY down), I only recently realized that I had fallen for the trick of the Millionaire Monopoly game, that by adding zeroes to everything increases the enjoyment by an order of magnitude. In fact, it just makes the math harder (“Okay, I rolled an 8, I have a +35, so that’s… wait… uh… okay, 43! Hit! Now I roll six 12-sided dice, add 26, and it’s… hmmm… a really big number.”).

Conclusion
These were three very different games, with very different rules and mechanics, but they resulted in 12 hours of lotza joy, and not a single moment of my checking the time and wondering when we’d be done. I got caught up in the games, in the story and excitement of them, and yes, credit goes to the GMs and to the setting and to my fellow players, but I don’t dare forget about the games themselves. I would recommend each of them. Go, spend money. The creators deserve it. Tell them I sent you. Don’t be surprised if their immediate response is, “Who?”

Conventionally Speaking, Part 1

Lock Up Your Daughters!

A few weeks ago, my wife drove me and my 15-year old daughter, Rachel, to attend the mega-monster-sprawling gaming-anime-cosplay cradle of chaos called ConnectiCon. This would be my third consecutive year, but it was Rachel’s first, and by the way, her first convention of any kind, ever…

ConnectiCon Lock Up Your Daughters!
A few weeks ago, my wife drove me and my 15-year old daughter, Rachel, to attend the mega-monster-sprawling gaming-anime-cosplay cradle of chaos called ConnectiCon. This would be my third consecutive year, but it was Rachel’s first, and by the way, her first convention of any kind, ever. Through her tween years, she had developed an appreciation for many things nerdy, including anime, manga, and video games. This was the year that she told me, with no room to wiggle, “I’m going to ConnectiCon.”

In fact, she had also made this declaration last year, but it just didn’t happen, because I’m a terrible father and a monstrous human being. But this time, firmly in the center of her teeniness, adamantly convicted that she knew exactly what she wanted and also that she deserved to have it, she made it clear that it would happen, that she would be going, and that she would be wearing a costume.

As I suggested above, ConnectiCon is not a small event. We’re not talking about a bunch of bespectacled buds who take over the multipurpose room at the local motel and play Risk and Munchkin all weekend. No, this is more like many thousands of people, many of them in elaborate costumes from TV, movies, comics, and warped imaginations, swarming all over the city center like nerdy ants over a brownie. This is the crucible into which I was dragging my daughter, or more accurately, into which she was dragging me.

Something Screwy
There is an indisputable law in the universe that says, “No matter how carefully you plan, something will go gonad-crushingly wrong at a convention.” It could be something fairly small like, “I can’t believe I forgot my dice.” Or it could be something less-small like, “What do you mean you have no record of me registering for the convention?” Whether small or large, whether a minor inconvenience or incontrovertible proof of a Prankster God, it will always happen.

For me, it was a hotel reservation that went missing.

This goes back several months when the convention’s pre-registration first opened, and there was a strong indication that there would be Thursday activities. Being the obsessive lunatic that I am, I immediately booked my hotel for Wednesday to Sunday, with plans of arriving bright and early at the convention Thursday morning.

As time went by, it became irritatingly clear that the activities planned for Thursday were as follows:

  1. Pick up badges at 6 PM
  2. Leave
ConnectiCon
Do you like the color of my eye shadow?

Because I had booked my hotel through a travel site, I couldn’t just cancel Wednesday night. So I called the hotel and asked if it was okay for me to come in on Thursday instead of Wednesday. They said yes, but I wouldn’t get a refund for Wednesday because of the travel site booking. I said I wanted to be sure they wouldn’t cancel my reservation if I didn’t come on Wednesday. They said that wouldn’t be a problem, and suggested I call the week of the reservation to remind them. I did. They made a note of it. Everything was perfectly fine until Rachel and I arrive on Thursday afternoon.

“Sorry,” the front desk regretfully told me. “When you didn’t come in yesterday, we canceled your reservation. And now our hotel’s completely full. And because of that travel site, you won’t get a refund.”

ConnectiCon
TAKE THE ELEVATOR.

The front desk did eventually sort me out, finding me a room and apologizing profusely, but that was after an interval long enough for me to spin up into a vortex of rage and panic, and consider all sorts of absurd alternatives: I’ll stay with friends, I’ll stay with strangers, I’ll sleep on the streets, I’ll rent another room at another hotel several miles from the convention and pay five times as much. The point isn’t that I got my hotel room, but rather that it was the bit that went wrong. For one tiny eternity, my stress, already hovering in the sweaty panic zone because of the impending convention, had spiked up into, “I can’t feel my legs, what’s this pain in my chest, why does this ALWAYS HAPPEN TO ME, DAMMIT DAMMIT DAMMIT!!!” Not a great place to be, emotionally speaking.

Cosplay, Cosplay, Everywhere
For a microscopic sample of the costumes at ConnectiCon, take a look at a blog I created with my daughter: Rachel @ Connecticon 2014.

Occasionally, it felt like I was the only person not in costume. These people were everywhere, all over the convention center, in and through the hotel, out and about in the city. A life-sized Oscar statuette, a crowd of varied Doctor Who incarnations, a John Stewart Green Lantern with gleaming green eyes, uncountable Spider-men and Batmen and Deadpools and Wolverines, armies of Browncoats, and representatives from every video game ever imagined, most of which I didn’t recognize.

Actually, I didn’t recognize a lot of characters or costumes there. It started to frustrate Rachel. “Who’s that?” I would say, and she would roll her eyes, and say, “That’s [multisyllabic] from [incomprehensible],” and I would ask, “What is that, an anime?” And she would only shake her head.

It’s the oldest I’ve ever felt at a convention, and this is coming from someone who’s really quite old. On the other hand, it felt kind of wonderful, knowing that Rachel knew all of these characters. It felt like coolness by association, like I knew somebody who knew people, somebody who could get me past the bouncer and into the club, somebody who would be recognized upon entering and told, “Your table is right over here.” Of course, this is Gaming Convention Coolness, not, Real World Coolness. I’ll never have that, no matter who I know.

Speaking of costumes I didn’t recognize, Rachel went as Yuki Cross from the manga and anime, Vampire Knight. Rachel’s outfit was perfect, which is what happens when you buy it online. This is a despicable sin in the world of cosplayers, where you are expected to create everything from scratch. I kept suggesting that she tell people that she worked with her mother and grandmother to make it, which is technically true—her mother located it on eBay and her grandmother fitted it using needle and thread. Unfortunately, Rachel learned honesty at some point in her life (it certainly wasn’t from me), and refused to massage the truth even a little.

Vampire Knight
Pssst… there are people behind us…

It turns out that this was the perfect costume, not so obvious that she was lost in a crowd of clones, and not so obscure that she was ignored out of fear of ignorance: “So what are you supposed to be?” The right people reacted in exactly the right way, with delirious enthusiasm: “Oh, I LOVE Vampire Knight!” They’d come charging over from across the convention hall, calling her character name: “Yuki! Yuki! Yuki!” They’d beg for her picture. They’d gush over her costume. Rachel was simultaneously pleased and overwhelmed, though she did get better at striking poses for the pictures.

For the record, nobody asked for my picture.

Accruing Experience Points
I knew that this would be a different sort of convention for me, attending with my daughter. She was not interested in roleplaying games or sitting quietly for four hours while I enjoyed them. We worked out a compromise where she would head back to the safety of the hotel room while I played a couple games here and there, and then on Sunday, she agreed to play one game with me.

I’ll go into more detail about the games in Part 2, but let me say here that they were all new to me, and I loved them all.

Diss Organized Play

When I review the event listings at the conventions, there are always games that catch my attention, sometimes by the title, sometimes by the blurb, and sometimes by the level (when I foolishly decide I’d really like to play in a 27th level game). Then I realize this game that caused a lovely tingle in my lobes is all kinds of RPGA (Living Forgotten Realms, Living Divine, Ashes of Athas), and I do my best impression of Eeyore: “Looks like a good game. Guess I can’t play in it…”

eyeoreAs D&D 4th Edition reluctantly shuffles towards the wings and this brash new D&D NEXT with its fancy sunglasses and latest smartphone comes striding onto the stage, we can expect a new iteration of the RPGA organized play to rise up at home and convention tables alike. Depending on whom you ask, this definitely will be or definitely won’t be set in that classic world of Greyhawk, with Iuz and Furyondy and the Grand Duchy of Geoff and the monk-infested Scarlet Brotherhood, among much, much else. After years of Living Forgotten Realms, the prospect of a new gaming world (hey, what about Eberron!?!) probably excites the organized play devotees, but frankly, it leaves me a little cold.

Since you follow my every move with your high-tech spy satellites, you already know that I fulfill most of my gaming needs at regional conventions, previously in the Northern Virginia / DC area and currently in New England, which, despite being saddled with several seasons (most of them winter) and several unfortunate accents (most of them H-less), has a thriving gaming community. All of these enthusiastic gamers crammed into one location means lots of conventions, ranging from the tiny (“Just sit there on the couch, my Mom will get you something to drink”) to the cataclysmically gigantic (“Sir, it appears we’ve lost Hartford to the cosplayers”). And at every one of these conventions, the roleplaying schedules are always loaded, packed, fairly clogged with Living This or RPGA That.

And I hate it.

Now look, I get the appeal of organized play. You, the organized player, want to live with the same character over the course of many actual years, building a history, developing a background, weaving your story into a grand tapestry so much bigger than you. There are events unfolding, world-shaking, government-changing, god-killing events. And there you are, right in the middle of them all, despite having started life as an anonymous sheepherder from the little hamlet of Bumrump. When you raised your father’s rusty sword against the wolf attacking your flock, you had no idea that you were taking your first step into an epic tale that would culminate, game decades later, on the deck of a githyanki void cruiser, speeding backwards through time as you battled the Nameless Horror from Beyond.

It’s great fun to live and grow with the same character, to wield a weapon that would shame Stormbringer, to accumulate treasure that would stun a dragon, to develop stories that would silence a bard. I feel nothing but blinding envy listening to RPGA members telling stories about previous experiences:

“Were you able to save the paladin?”
“No, we didn’t get there in time, but we did still get credit for trying. Did your party trigger that necrotic wall?”
“Oh, that wall, I hated that wall! Every round we took damage, and the enemies were those stupid invisible teleporters!”
“I forgot about them, that was so awful.”

These are players who are participating in genuine long-running campaigns, when I’m lucky to shoehorn my deva psion into a handful of one-shots, and maybe even get to see a single level rise.

However, there is a dark side to the RPGA, and that dark side is that it’s a closed society, written by and for people on the inside, as exclusive as a yacht club but with fewer ascots. Obviously, this isn’t the intention, since you can’t exactly grow a community by locking the doors and surrounding the compound with landmines. You want a stream of new people (“fresh blood”) coming in every year, spreading your brand and, subsequently, buying your products.

When I review the event listings at the conventions, there are always games that catch my attention, sometimes by the title, sometimes by the blurb, and sometimes by the level (when I foolishly decide I’d really like to play in a 27th level game). Then I realize this game that caused a lovely tingle in my lobes is all kinds of RPGA (Living Forgotten Realms, Living Divine, Ashes of Athas), and I do my best impression of Eeyore: “Looks like a good game. Guess I can’t play in it.”

You see, I am very much a “go by the rules” kind of person and player, and I know that I don’t have an RPGA-approved character that has fought and bled through all the previous RPGA-approved adventures. This means I’ll have to either skip the game (which I don’t like) or fudge up a character (which I also don’t like). If I decide to scrap my paladin-like ethics and fudge a character, that’s when I find the character creation rules to be hopelessly complex and opaque, like an instruction manual to build a quantum computer written by an insane alien. Essentially, though not explicitly, they say this: “You really should create a 1st level character, play through a string of RPGA-approved games, until you are at the desired level.”

So I scrap my ethics and I fudge my character, because I really want to play in this game. When I arrive at the table, I’m inevitably authenticated by the RPGA-approved Dungeon Master, forcing me to lie to this kind and generous stranger, saying, “Yes, absolutely, I’ve played this character before, through every one of the previous adventures.” And I hate doing that. For one thing, it would really bug me if I were ever caught in my grotesque lie, but for another, I don’t want to feel like I’m cheating. All I want to do is play a character, roll some dice, kill some monsters, and have some fun.

I understand the reason for all the rules. In this carefully constructed adventure series, I’m playing a fudged shifter seeker that I’ll never play again, so who really cares if he dies horribly? Meanwhile, there you are, across the table, playing your half-elf warlock (actually a tiefling in disguise), who you’ve brought up from 1st level, who has a rich and involved storyline, complete with allies and enemies spread across the lands. And because I don’t care, maybe I set off deadly trap or insult the exposition wizard, just to see what’ll happen. Or even worse, maybe when I fudged my character, I ignored or shattered several character creation rules, and now you and I are no longer on the same power plane. How is any of this fair to you?

When the RPGA network decides on a new Living world for D&D NEXT, I can only hope that they will incorporate a set of equitable rules for the one-shot characters that I personally want to play. I’m not interested in committing years of my real life to a single character over multiple sessions, but I really would like to occasionally dip into a few of those good adventures, and not feel like I’m gaming the system to do it. This doesn’t seem unreasonable to me.

Gen Con Wrap-up: Getting Started in the Industry

It’s been a crazy few months for me since GenCon. This post is later than most GenCon posts you’ll see, but I think you’ll like it anyway…

This is my Game Designer hat. You should get one.
This is my Game Designer hat. You should get one.

It’s been a crazy few months for me since GenCon. This post is later than most Gen Con posts you’ll see, but I think you’ll like it anyway.

On the Thursday of Gen Con, I had the honor to moderate a panel titled “Getting Started in the Industry: Freelancing and Self-Publishing.” First lesson learned, people in the industry lead busy and tumultuous lives. The panelists changed almost completely from once I first submitted the panel and the day we spoke. The room was full regardless and we had a great time.

Our Panelists were Matt James of Vorpal Games, Tracy Barnett of Sand & Steam Productions, Eloy Lasanta of Third Eye Games and Shoshana Kessock of Phoenix Outlaw Productions. Each of the panelists has made a name for themselves in the field of RPGs and most have had experience as a Freelancer and as an Indie Publisher.

That was the heart of what I wanted to get at with this panel. The number one question I get from people is ‘How do you get started in the Industry?’ It’s a question that doesn’t have one answer, and the answers keep changing with technology and trends. Up until recently the number one answer was “Write, then submit to people with open calls.” Now however it’s so easy to self-publish, but should you?

I’d like to pretend I left that panel with a list of do’s and don’t’s, but I did not. Nearly every topic presented, every question posed, had at least one delegate disagreeing with what one should do. For every positive experience, there was one that didn’t work out quite right.

Everyone did agree on one thing. You have to write, every day ideally, even if you don’t have a project at the moment. Most of the panelists encouraged blogging highly as part of that, something I am guilty of slacking on myself. Not just brainstorming or reading, but writing is critical. If you get an idea, even if you can’t work on it currently, write as much of it down as you can. The more you write on a regular basis the easier it becomes. From personal experience, the longer I wait between projects, that harder something becomes, even when it was once easy.

So now that you’ve got good writing habits, how do you move on to being published? This really boils down to personal preference. There’s really only a few key differences between being published by others, and self-publishing:

Freelance/Submissions: You do the writing and some of the promoting. Chances are you don’t do anything else. You may get a flat fee or royalties, but once your work is done it’s someone else’s job to edit, layout, find art, publish, distribute and at least some marketing. Once it’s out of your hands its out of your control. Sometimes your publisher will let you give feedback on some of the other steps, but in the end things will change (things you created) and you can’t stop it.

Self Publishing: You are responsible for everything. Even if you hire other freelancers to do some of the work, the work they do is your responsibility. You also have full control. The title isn’t going to change, even if the editor advises that it should, unless you approve that change. You don’t get paid unless the product earns enough profit to pay you back for all the money you put into it, or unless you rely on donations/crowdfunding.

Before this article gets too long let me say how I got started. I remember reading Dungeon & Dragon magazines and never dreaming that I could submit to them. In my mind only writers submitted to such things. The idea that you became a writer by starting to write, never crossed my mind. I started blogging when D&D 4e first came out. I was creating a lot of content that I had used in 3.5 that didn’t have a 4e version yet. I got frustrated keeping up a schedule on my own and stopped the blog after a few months. Half a year later I got an email from Chris Stevens, who has stumbled across my dead blog and asked me to come write for him. He would even pay me!

That led to me valuing my own work much more, and a lot less stress since I wasn’t the only author supporting the blog. Soon, I was submitting to Kobold Quarterly. Wolfgang Baur writes one of the most supportive and encouraging rejection letters I have ever received. Kobold Quarterly may be gone, but Kobold Press remains. I highly recommend new designers to pitch to Wolfgang.

There’s a lot more to write about here. Let me know in the comments what questions you’d like answered.

Join me at Arisia 2013!

Arisia is New Englands largest Science Fiction and Fantasy convention. You’ll find it in Boston at the Westin Waterfront, from…

Lunch at MJ O’Connors

Arisia is New Englands largest Science Fiction and Fantasy convention. You’ll find it in Boston at the Westin Waterfront, from January 18th to the 21st. This will be my first year visiting the convention. I’m excited as I’ve heard some great things. The panels are very diverse covering gaming, movies, novels, comic books, and even some things I’m not quite comfortable blogging about.

I’ll be there this year primarily as a panelist. I do have some time between panels so I’ll have some games with me. If you’ll be there let me know. I’ll have Pulp! on me to be sure but I can be convinced to bring any manner of games.

If you’re in New England I hope you’ll come check it out. Tickets are still available as of this writing.

If you’d like to see me run my mouth, I’m on the following panels:

138 Introduction to Tabletop Roleplaying Independence Gaming Sat 7:00 PM Duration: 01:15
Are you new to tabletop role-playing or want to learn more about it? It’s easy to be overwhelmed by the complicated rules systems, finding a like-minded group of people to game with, and all those weird-looking dice! What systems are better for newer players? Our panel of experienced gamers will answer questions and make recommendations to start running or playing in a game, and how to make your games better.
505 Running Great Games Burroughs Gaming Sat 10:00 PM Duration: 01:15
How do you keep players engaged in a game? How do you manage different kinds of role-players and types of play? What about interruptions like roommates and smartphones? Share your secret techniques and best practices for running role-playing games (and other moderated games) that keep players coming back for more.
502 RPG Gaming: Rails vs. Sandbox Executive Board Room Gaming Sun 10:00 AM Duration: 01:15
Which style do you prefer as a GM? As a player? Does it drive you crazy when players ignore your intricate run-on-rails plots and chase the red herrings, or do players who keep turning to you to ask “what happens now” make you nuts? Maybe a little of both? Join our experienced GMs and players as we discuss the pleasures (and perils) of each style, as well as trading extreme examples and what makes them cool or frightening for players and GMs.
503 Technology and the GM Carlton Gaming Sun 1:00 PM Duration: 01:15
This year has seen a plethora of new technology for tabletop gaming. Several new virtual tabletops are out, and many more people are experimenting with iPad rule presentation. What tools are out there? What do we lose or gain with each of these transitions?
500 GM Helpline Revere Gaming Sun 10:00 PM Duration: 01:15
Having trouble with your game? Have the players broken the plot? Or do you just need a little inspiration? Our panel of experienced game masters will answer questions, offer advice, and make suggestions.

GenCon Report 2: Marvel Heroic Roleplaying

I had the opportunity to run official sessions of MarvelRPG at GenCon for Margaret Weiss Productions…

Greetings True Believers!

GenCon Report 2 coming in a bit behind schedule do to life. I hate it when that happens, don’t you?

I had the opportunity to run official sessions of MarvelRPG at GenCon for Margaret Weis Productions. They had several Watchers running sessions of four different scenarios (three of which were brand new to GenCon) throughout the Con. In a lot of ways we were playtesting new content, which is always exciting. What’s even more exciting is when some of your favorite heroes and villains are involved, and appearing for the first time.

I think Cam Banks (who is lead on the line) must have known this because these adventures were chock full of brand new characters. I’m going to try to geek out a little bit without drifting into heavy spoiler territory, but consider yourself warned.

I got to run two of the new scenarios: Guardians of the Galaxy and New Mutants: Siege! The Guardians of the Galaxy will be coming in the Annihilation line when it drops from MWP later this year. I was very excited about running this gem, as I really loved the team as they were re-introduced in the Annihilation comics. You see familiar faces like Star Lord, Mantis, Rocket Raccoon, Quasar and a few others, facing one of the biggest challenges in the known universe. Not bad for a three-hour session. Cam Banks once joked on Twitter that when Annihilation hits we’re all going to need more d12s, and he wasn’t lying. If running this event taught me anything, it’s that you can really do epic things in a short amount of time without being bogged down by mechanics. The School of Hard Knocks rule (where the PCs get 1 XP for every d12 the Watcher rolls) came up way more than I’ve ever seen and some of the “weakest” characters on the field wracked up the most milestone XP the quickest. Your crazy friend, who loves playing the Punisher, (you have this friend right?) is going to love it when they get their hands on Rocket Raccoon.

The New Mutants scenario was a What If? that lands these young X-Men as the last hope against a corrupt Norman Osborn. It’s very open-ended, and really highlights the non-linear style of MarvelRPG Events. I hope it eventually gets released to the public because I think it could be used as the start point on how sandbox-style adventures could be written in other systems. Again, I don’t want to give away any spoilers, but let’s just say that Cypher will change the way your players view power. Everything is language, after all.

If you want to see some player reactions, check out the forums at MargaretWeiss.com.

My Marvel experience didn’t end with official slots, mind you. I brought the characters from my House of M Event (I actually brought all my characters) for some quick pick-up games. Gaming Conventions can be great places to learn a new game just from stumbling into somebody who wants to play. It also helps to hold up hand-made signs that ask “Do you want to play the Marvel RPG?”  I filled hotel lobbies with the sound of Deadpool and Wolverine taking down Apocalypse and airport terminals with the exploits of the self proclaimed best Moon Knight ever. I can attest that I’ve never seen a Moon Knight use hockey fight tactics so effectively.

I think this reflects how comfortable I’ve become with the game. Once you know how much time you have, it’s easy to cater the scale of the game. Next time, though, I think I’ll just bring the heroes and villains I need for one specific scenario, and cut things as needed. That three-inch binder was heavy, and I don’t think Plot Points or MWP are going to slow down on creating new character soon.

You can download the Marvel Heroic Roleplaying PDF here, or get the book!

GenCon Report 1: Shelly Mazzanoble and the Rise of the Underdark Campaign

I had the opportunity to interview a member of the D&D Brand Team while at GenCon, which was something I couldn’t pass up…

I had the opportunity to interview a member of the D&D Brand Team while at GenCon, which was something I couldn’t pass up. Regular readers of StufferShack.com know I love D&D and have been a very active DM of both 3.X and 4th Edition. The people at the Wizards of the Coast booth were very cool and accommodating. It was my pleasure to sit down with Shelly Mazzanoble and chat her up about their Rise of the Underdark Campaign.

If you don’t know, Rise of the Underdark is a current theme running through all of D&D’s line for 2012. The drow have the spot light, even more than usual, and they’re popping up in rulebooks, novels, board games and even in Dungeons & Dragons online:

“ In this year’s Rise of the Underdark campaign, Dungeons & Dragons® invites players to explore the notorious drow race and venture into a world of darkness and danger. Mystra, the goddess of arcane magic, is dead and Lolth, Demon Queen of Spiders, is making her bid to seize control. The drow invasion has begun, and adventurers are needed to help stop Lolth from bringing about everlasting darkness to the surface world. With a robust suite of offerings focused on the drow race, D&D® players get a deep-dive into the events surrounding the Rise of the Underdark and gain access into the minds and lives of the popular race like never before.  “

Shelly Mazzanoble is a writer, cat whisperer, former Player in Chief and Associate Brand Manager at Wizards of the Coast. With all those roles, I figured I could get some really juicy details out of her.

Everything seems to be drow themed right now, which is cool, everyone seems to be digging it. One of our reader’s wanted to know. . . there’s a rumor that the upcoming Encounters season is going to be a follow up of sorts to a previous season, and people are going to be able to play their character’s past 3rd level. Can you confirm or deny that rumor at all? (Thanks Alton!)

Hmm. . . I wonder where they got that rumor from. Well I think the best way to confirm that would be to go play at Encounters. Yes, to see if that is actually true. Encounters has a lot in store for people who Play D&D. The season that’s coming up on August 22nd, the Council of Spiders, is allowing players to play as Drow, which is different for many people. How much to the Drow nature you choose to play your character is up to you and probably up to your Dungeon Master but we’re giving people a lot of campaign hooks through Menzoberranzan: City of Intrigue source book and also with Drow Treachery™ Fortune Cards there’s a lot of ways to enhance your Drow centric campaign. It’s going to be hard to not to want to play them.

Sure. It’s very much designed so that they have a lot of benefits with this.

Yeah, exactly. Especially with those Fortune Cards. I don’t know if you’ve played with Fortune Cards before (I have.) but you that if you use them you get a benefit that’s actually a benefit for you and/or you’re party. With the Drow Treachery cards that is true you get a benefit but usually at the expense of someone or your entire party. It’s going to be hard not to just embrace that.

It’s going to be cool. I like that. How far are you planning things like Encounters ahead? I mean you know the next season, but do you know the season after that?

There are people in the building who do. I’m not one of those people. . . I actually do know, of course I can’t tell you. *Laughing*

She won’t tell me though. *Laughing*

That’s right. I could tell you but I won’t. I choose not to, especially if you’re recording this. *More laughing* (Sorry folks. I’ll bring paper and pencil next time.)

Well that’s interesting. That’s good to know.

Yes, they’ll be good though. There will be more fun things in store.

As far as this particular theme is concerned, it seems like we know all the tie-in products already. The WotC calendar isn’t as full of game books as it has been in the past years. After this next couple, we know there’s a Forgotten Realms book coming up, but that doesn’t sound like it’s going to have mechanics in it or very little.

It’s flavor. The Ed Greenwood Forgotten Realms. Very, very, very flavorful. It’s all of his notes from when he first started creating the Forgotten Realms. It’s how he sees the Forgotten Realms.

Is that probably going to be the end of this particular theme or is there going to be a little bit more but isn’t on the calendar yet?

So the Rise of the Underdark campaign, the story concludes at the end of this year, but they’re continuing in 2013. D&D doesn’t hibernate for two or three years until we’re ready for the next iteration. I don’t want people to think that. I know that during the keynote Mike had mentioned that the playtest was an ongoing process. It could go on for the next two years. I think people were thinking ‘Oh my god! No D&D for two years!’

But it’s a big fear because they see how thin the calendar is and it feels like, with so many articles on the playtest right now being D&D Next related, or at least the regular ones.

Yeah there is a lot of call and setup dedicated to D&D Next. We’ll definitely have products and programs that support 4th edition all the way throughout. You’ll get a lot of that on Dragon and Dungeon magazine. You’ll get a lot of that in store play programs and through the Sundering novels that are coming out next year. Were you at the keynote?

I wasn’t, unfortunately.

Well you can watch it online.

Yes you can.

We have some adventures that are going to be written by Ed Greenwood and R.A. Salvatore that connect to how you play those games and happens in those games in your home campaign is actually going to help shape the Forgotten Realms.

That’s great. That’s very exciting. **At this point in the interview we start talking about Dunkin Donuts and we really break down into silly nonsense. I’ll skip ahead.** I’d really like to see some of the contests that were happening last year. You had that hybrid contest that was really cool, and there were a couple of other ones where readers can participate.

Well, we just had a contest. A fan video contest. Have you seen any of those videos?

I haven’t seen that yet, no.

They’re on Facebook and you can vote on them too, so you should. We want to hear what the fans have to say. That was probably our big contest for the year, but there will be other ones throughout. Anything in particular you would like to see?

I like the ones where players in a sense can shape content. The videos are fun, don’t get me wrong, but they’re sort of About D&D instead of . . . Are D&D. **I then suck up to Shelly for a moment and we descend back into silliness**

We’ll see if my suggestions help shape things. Look for more GenCon reports as I catch up on sleep!

I heard you like GenCon. . .

Gaming Christmas is almost here! No I’m not talking about Gary Gagax’s birthday (that was like, a couple of weeks ago…

Gaming Christmas is almost here! No I’m not talking about Gary Gagax’s birthday (that was like, a couple of weeks ago. I’m talking about GENCON!!!

Every year, gamers from all over the world flock to the Midwest to roll dice – nonstop – for four days. I’ve never been, and each year when it comes around, its a tough week. It’s easy to follow the action on Facebook, Twitter and all the forums, but it can be very depressing to see so much fun if you’re not there! My wife got sick of the Sighing and informed me I was going this year whether I liked it or not!

I’ll be wearing a few hats at the convention. It wasn’t really supposed to be that way, but hey, it should be fun!

Blogger

This year I will have a press pass, representing our fair StufferShack.com. I’ll take lots of pictures and have posts up about my experience at the con once I come back. If everything goes well, I’ll even be interviewing a member of the D&D Brand team. The topic is their Rise of the Underdark product theme event spectacular. If you have questions for them, toss it in the comments!

Marvel RPG

I’ll be running a preview of Margaret Weiss Productions new on Annihilation Event for MWP. Sadly, I believe all those slots are filled. It’s called Guardians of Galaxy. You can see the preview text below.

“Spinning out of the events of Marvel’s Annihilation, you and your crack squad of misfits are ready to take on any intergalactic crisis, no matter how epic. Go cosmic! Go Guardians!”

Modern Assembly

I will have the preview/playtest/beta of Modern Assembly with me. Technically, I’m only running one slot of it, and it’s also full. However, I’ll have a bunch of PreGens on me. . .

Kobold Quarterly

Of course I’m thrilled that the Midgard Bestiary is coming out in September and I’m very proud of my work in Kobold Quarterly. Sadly, the Kobolds don’t have a booth this year for me to hang around in and pretend to be famous. However, I am running a game for one of our patrons at GenCon, so I will have some preview pages tucked into my binder.

I’ll also be at the meet the KQ Minions event, Saturday Morning at 9 AM. Crowne Plaza : Victoria Stn C/D. I’m currently planning to stick around form some of the KQ panels after that as well. If your meeting the Kobolds at the Hard Rock on Wednesday, I’ll be there as well.

EVEN MORE GAMES!

Let There Be Games! kicks off my gaming Wednesday Night. It’s open to all, so you should come by. If you want to get in on a Marvel or Modern Assembly game, that’s the first time to do so! My schedule is also quite open on Sunday Night through Monday Afternoon, as a late Monday flight was my cheapest travel option. I’ll be looking to game, so if you want to play something, let me know! If there’s interest in a Midgard preview (4e), that’s a good time to do it.

Social 

File Photo: I’m the guy on your left with the cool gaming shirt and the awesome kid.

I love cons because I love meeting all you like-minded people. If you see me, feel free to stop and say hi. I’ll give you my swanky business cards, we’ll tweet each other about how sad it is that GenCon is over. It’ll be great!

The best time to be social is, of course, at the Gen Con Social! Thrusday Night! There’s food, fun and goodie bags! If I’m reading their website correctly, there’s still time to get tickets, as of this writing.

Steak ‘n Shake

We don’t have these. I just learned about them. WHY DON’T WE HAVE THESE IN BOSTON?

So that’s it. I hope to see you at GenCon. If I don’t, check in here after for my reports!

PAXEast 2012

PAX East is this weekend in Boston, the 6th to 8th! I am so excited! As of this writing there are still Friday and Sunday passes available (surprisingly), so if you haven’t gotten your passes yet, there’s still a chance. Go get them!

I’ll be there with the Gamer Assembly, volunteering for Wizards of the Coast and generally hanging out. Feel free to say hi. I love talking to fellow gamers, and there’s no better place than PAX! If you have any feedback, or ideas for future articles, toss those my way too!

Where will I be?

Friday, 11-1 and 3-5, Judging Learn to Play 4e with Wizards of the Coast in Tabletop
7-8, Panelist on Fix your Tabletop RPG with the RPG Doctor and the Gamer Assembly, in the Merman Theatre

Saturday, 1:30-2:30, attending The Future of Dungeons and Dragons, in the Wyvern Theatre
3-5, Judging Learn to Play 4e with Wizards of the Coast in Tabletop
7-11, Competing in the Iron DM with Wizards of the Coast in Tabletop

Sunday, 10:30-11:30, Panelist on The Inner-Demons and the Tribe: Dealing with Depression as a Gamer, in the Cat Theatre
1:30-2:30, attending Kickstarter and the Future of Independent Games, in the Wyvern Theatre