GenCon Day4: Last day!
After not getting to bed until near 2am last night, I slept in as much as I could and just barely made it to an 11am game I was playing -- Black Orchestra, a co-op about killing Hitler. We just barely managed to succeed, but by then it was near 2pm. With just a couple more hours left, I finally took some time to wander the dealer hall extensively. I doubt I saw even half of it, and the majority that I walked past I didn't stop. My buddy Carl and I did have a pretty interesting conversation with the designer of a miniautures game about Harry Potter. I doubt I'll fork out the money for it, but it seemed like a decent game, and the minis were gorgeous. We also spent some time perusing some VERY FANCY DICE. Like, dice that cost $400 for a set -- we got a chance to feel the weight and texture of tungsten, titanium, magnesium, and others.
I stopped into the GtG booth one last time and it was still chock full, again particularly around Trogdor and Strongbad. A few more minor things had sold out -- one of the SotM mini expansions, I think, and the Spirit Island promos. Given the traffic in the booth on a year when there isn't a major release, I can't wait to see what it looks like when there's a big release in the future. I also stopped by the side room just a few minutes before 4pm and it was almost completely empty. The tables and chairs had been moved aside for the SC LARP, so there were no games, and there hadn't been any sales there at all.
So in terms of GtG my GenCon ended with a bit of a whimper ... no helping with tear down or auctions of rare SotM variants like in years of yore. A bit oddly anti-climactic, but not bad per se. My PERSONAL GenCon wasn't over yet, though, because I still had a dinner meetup followed by a planned game afterwards, so GenCon properly lasted for the full day for me.
WHEW! As expected, I'm a bit strung out and ready for some recovery. With evening outings Mon and Tue, then ramping up on Wed and four full days of the show itself, it sort of feels like GenCon is normal and the prospect of going to work tomorrow the strange dream. Sadly, I know that will change quickly, but for now I'm still basking in the glow.
Let's see, other thoughts ... I've begun to look forward to the last couple hours of GenCon, just wandering the dealer hall with little agenda. I tend to run into people I hadn't seen all con and it's just very chill. I, of course, should probably bake more of that into the rest of GenCon, but it's very hard to resist the urge to schedule all the things. I did not go to Lucas Oil at all! I didn't make the long treck and see the field and whatever interesting decorations or displays they might have had out there. True Dungeon barely seemed to exist in my brainspace, though I know it was there because friends had done it. The cost is apparently up to like $80/person?!?! Monday night there was some rain, and it was maybe a bit hot on occassion, but overall the weather was fantastic.
The SC LARP ...
Plot: A banquet is being held at Freedom Academy we're all invited. A sapling of AkashThriya is there and needs to be protected. The proper heroes are off dealing with a situation, so us guests are left to defend when the banquet is attacked.
We went through character creation, which involved choosing from amongst about 16 principles, and getting two cards, based on the principal, that could be any of five colors: Orange for intrigue, yellow for action, red for danger, green for mystery, and blue for defense. We could also choose any one additional card of any color. We took some time to think about what our powers were, what our name was, and whether we were interested in being a student or a teacher at the academy. We did a bit of an ice breaker where we talked to each other to form a line, three times, based on three different questions: How experience we were, how much we thought bad people could be reformed, and how much we thought it was ok to break the law.
Gameplay involved engaging with a situation by saying what you would do and either playing a card or powering through (PLAY, POWER) and then if you did something that matched your principle you might get a card in return (DRAW).
Overall, I had a really good time. I enjoyed the character creation process and the sort-of ice breakers we did. I am primiarly a method actor when playing an RPG, and I got lots of opportunity to think about what my character would do in a situation and do it. I felt like I got to do heroic things and got to work as a team. I enjoyed feeling connected in real time to the story of Sentinel Comics. It was fun to have things from SC that I recognized by part of the game. The best part of this, and my apologies for burying the lead, is that after like 3.5 hours of the game, Adam and Christopher popped in as Citizens Hammer and Anvil and engaged us in battle. They'd been sitting in the back room listening to us the whole time!
I didn't like the mechanics all that much. I don't generally like it when RPGs try to incentivize me to roleplay. I'm going to roleplay anyway, if my roleplaying is tied to the mechanics (like you have to roleplay to get a card), it takes me out of the moment. I didn't like how I couldn't do something unless I had a card. If I'm a hero who's good at punching something, it seems lame to not be able to punch something just because I've already punched something. I think the mechanics were trying to introduce an ecomony in the game that incentivized people to act in order to get cards, but I think it's far better when an RPG/LARP has players getting their motivations from their interests and background, not because they want a card or point or whatever. I've played a few LARPs in the past and I've really liked the ones where a set of pregen characters with interleaving motivations are let lose to discover what each other wants and try to form alliances to get things done.
I wonder if some of the mechanics came from the idea of trying to have PLAY POWER and DRAW be a part of the game. If so, I'd say forget it. Focus more on the SCRPG than SotM for inspiration for mechanics.