Maybe so many years of really, really great years at Origins set the bar too high. Maybe the staff and software changes at GAMA came too late to be truly integrated into convention management. Maybe the stars were just wrong. Whatever the reason, Origins 2010 was plagued with numerous drawbacks and pitfalls. On the whole, the people made for a positive experience, but I was left wondering if we’ll return next year.
Tuesday was a mad, hectic rush for last-minute preparation. Bill came out and we stayed up too late, but somehow everything got done. Not much different than any other convention.
Wednesday is the day to drive, and drive we did. Bruce, Michele, Bill, Kat and I all piled into Bruce’s minivan and set out away from the rising sun. We made good time, reached Columbus by 4:00pm, and soon learned of the chaos that awaited us.
In the events book, none of Kat’s events listed a GM name or a location. None of the seminars listed a location. None of the events listed a game system. Evidently, this lack of location had been caught shortly before the convention started, but the revised information was not disseminated to anyone we were able to speak to. We spoke to people at GM/event HQ, at RPG HQ, at Customer Service, and we continually got variations of “I don’t know. The person who would know is around here somewhere, but I don’t know where.” This was the beginning of frustration incarnate.
Because of these scheduling issues, ALL of Kat’s games had no players. With no game system listed, people who wanted to try out With Great Power… or Serial Homicide Unit couldn’t know that the events were in those game systems. With no GM name listed, players who had played in Kat’s games previously could not know that she was running them, and that they’d be fun no matter the game system. It was very, very rough on her to sit at empty table after empty table.
A note to myself for future big cons (like Origins and GenCon) that have a long a storied history of screwing up event registration. It consists mostly of breaking their registration rules, because they don’t follow the rules themselves.
- Include the name of the game system in the event title. Even if the instructions say not to.
- Include the name of the game system in the event description. Even if the instructions say not to.
- Include the GM’s name in the event description. Even if … etc., etc.
- Publicize your events yourself as much as possible. Include a fallback location where interested players who follow you online can meet up with you if the convention staff screws up. I’ll need to set up Twitter for this.
Okay. Vented about that enough, I think.
Even though Kat’s Wednesday night event folded with no players, I had five great players for Mouse Guard. I ran “The Pirates of Rustleaf” which is a cool introductory adventure where the players get to fight red-furred mouse pirates. The players had various levels of familiarity with the comic and the game, but they all knew what they were doing by the end, and we had a great time. I believe I got asked “Are you the same Michael Miller that wrote With Great Power…” which is always surprising and gratifying.
Thursday morning I ran the classic With Great Power… scenario “A League of Their Own,” where the heroes have no hero licence, and need to earn one. I had five enthusiastic players, and we had a great time. I haven’t actually GMed WGP in close to two years, and it was enlightening to see it from such a distance. I can see what really works and makes the game sing, and what simply pushes my buttons, but confuses and distracts most people. All that stuff will go into the revision.
Thursday afternoon was supposed to be Kat’s LARP, but after that disappointing lack of turnout (we had one player), I spent the rest of the time trying to find out where Luke and Jared’s seminars were supposed to be. Again, the same worthless wall of ignorance, with only one volunteer taking any initiative to say “I don’t know where it’s supposed to be, but I know that this room isn’t used, so I’ll do everything I can to direct people in here.” Thanks to Luke & Jared’s mastery of Twitter, the seminars were fairly well attended, and went well. Afterward, I chatted w/ Luke, Thor, and Dro, then Kat and I retired early.
Eight o’clock Friday morning found me running Mouse Guard again. This time, the scenario was “The Spring Thaw,” which is essentially “Deliver the Mail” from the rulebook with a few Miller-ian twists. Again, a varied group of experience with the rules and setting material. It’s always fun when I’m explaining things and someone says “can I FoRK in my wise?” because I know exactly where their experience comes from. A great experience.
Friday afternoon was (finally) lunch at the North Market! Then some shopping, which was curtailed because I had run out of people to buy gifts for (had trouble finding anything I wanted for myself), and mostly because my foot hurt like the Dickens. (Did I mention that my first gout flareup in over 2 years started on the Monday before Origins? Fun.) I rested for a few hours, and then went to dinner w/ my roommates.
After dinner, Michele, Bill, Joanna, Philip and I played in a pickup session of the With Great Power game Kat was scheduled to run that morning. It’s a fantasy comic book scenario called “Dragon-napped” where no one is quite who they seem to be. We had a lot of fun, but with an 8:00AM game on the schedule, I had to hit the hay before the game was over. Good, juicy, melodramatic stuff, though.
My last Mouse Guard game was another rousing rendition of “The Pirates of Rustleaf.” Another fun time, but I think I’ve made the scenario too morally ambiguous, as the session descended into discussion of “what should we do about this.” I wasn’t on the ball enough to force them into a duel of wits at the table, which would have solved it, but that felt more like a BW solution rather than a MG one.
Got to do some shopping with Kat that afternoon, and then sat in for Luke and Jared’s “Game Design is Mind Control” seminar, which was good and thought provoking (and well attended! 35 people). I got to watch the group play Action Castle! and observed the interesting social dynamics that develop. Luke and I then did our “Self Publishing Crash Course” seminar where we barrage the audience with nearly two decades of game publishing experience in less than two hours.
After that, a quiet dinner with Kat, and then we got to observe a Luke, Dro, Thor, and Kira playing Danger Patrol. It’s a fairly loose game with lots of cool-stuff-generation baked right in. Still some rough spots, though. It was fun to watch the guys plays and taunt each other. Dro is exceeding dangerous with his love beam.
Packing, shopping, chatting, and driving. And driving. But we made it home and on the whole, it was a good con. There were just a whole lot of bumps along the way. Will we return next year? Only time will tell.