Fearful Symmetries: Complications

Last Friday was the latest episode of the Fearful Symmetries campaign. I did things a little differently than I often do in the game, trying to achieve a specific kind of effect. I don’t know how successful it was; we all had fun, but I felt that maybe I hadn’t provided enough focus and direction.

What was this big change? Well, we’ve been playing for several sessions, now, and the characters are having more of an impact on the setting. In the past couple of scenarios specifically, they managed to get themselves marked by doing a couple of impressive things: bringing the Wild Hunt back to the world for a night, and traveling to Asgard to talk to Odin. I figured that these things would leave a sort of mystical mark on them, making them a little more obvious and visible to others in Prague who could perceive such things.

So, what I did was look at the write-up we had done for Prague, and see who might be interested in such things. I found two specific groups and, rather than picking one, I decided to have both groups come sniffing around for different reasons, and with very different styles. And because some of the things unfolded over time, I wanted to give the players plenty of opportunity to pursue their characters’ agendas in the meantime.

Anway. We picked up pretty much immediately after the attack by the warped dogs on White Mountain, with the characters heading back down into Prague, keeping a sharp eye out for other attacks. Once Izabela was safely behind her wards, Emeric went to the Goblin’s Brewery, and had an interesting discussion with Amadan, where he learned that Amadan could tell that Emeric had been to the Mittelmarch and had a brush with the Erlking. I was glad of this opportunity to dump a little information on the characters about their current visible status, and so was grateful that Emeric had chosen to go talk to someone who would know about it. With this information, Izabela whipped up a specialized veil to mask their magical signatures, and they went about their business.

Emeric has been working on building up a network of contacts and information in the city, so he went on with that, spending some time with Captain Amiel and his men, keeping those ties tight. Izabela finally found another mortal practitioner in Prague: a down-on-his-luck alchemist named Aurelius. She also found the powerful curse on Gold Lane, and had a chat with Rabbi Cohen about it.

During this, Emeric spotted a falcon watching him from time to time. His Lore check told him it was a natural bird with some sort of enchantment on it, so he devised a cunning plan to capture it – which failed, unfortunately; it’s hard to catch a falcon in a city using your hands and a cloak.

The characters also got an invitation to meet with a young nobleman named Evzen, who revealed himself to be a member of the secret Petrunas cult that meets on Petrin’s Hill. He wanted the assistance of the pair to help lend credibility to the cult, setting it up as a viable and attractive alternative to Christianity in the current troubled times. Specifically, he wanted to know what they could tell him of the Dooms, and to open the Rainbow Bridge for him. Emeric was somewhat sympathetic to the man’s desires – Petrunas is a local cognate of Thor – but Izabela was very concerned that Evzen seemed to know so much about them, and wouldn’t agree to anything unless Evzen agreed to reveal the source of his information. In private conversation, she told Emeric that she was certainly willing to help the cult, despite her fairly devout Catholicism, but that she could not let the fact that someone knew who she was and that they had been to Asgard go uninvestigated.

Evzen was, however, bound by his oaths to the cult, and said he could not reveal the source of his information. He said that he would speak to his fellows, and see if a meeting could be arranged to satisfy Izabela’s concerns. He said he would contact them in a day or two.

The next day, Izabela went back to Gold Lane to study the curse there, and Emeric made the rounds of his contacts, looking for information on the dogs which had attacked them. He turned up some rumours of dangerous creatures in the local parks, especially Jeleni Prikop, and found someone who told him that there had been a number of disappearances around there, and that Giaccomo Malvora, a rather brash young Italian nobleman, was known to go hunting in the dangerous parks. Izabela told him later that the Malvoras were White Court Vampires who fed on fear.

Emeric also found himself watched by dogs that day. Not large, warped ones, but not the scruffy mongrels that frequented the streets of Prague, either. These were well-cared-for hunting beasts. He managed to snag a few hairs from one of them, and brought them to Izabela to try and find out who was sending the beasts to spy on them.

Izabela managed to reach back through the mystic link from the dog to a powerful, feral force that seemed as much beast as man. I hit the player with a compel at that point, suggesting that she use her Sight to get a real good look at whatever it was. She did so, and saw a powerful man wrapped in many animal skins, holding the leashes of a vast hunting pack, with a pile of animal carcasses behind him. Over them all was the shadow of the Erlking.

As she came out of her Sight-induced trance, there was a loud thud at the door of her rooms. When they opened up, they found a huge hunting knife driven deep into the wood of the door, and no one around. They took a few seconds for Izabela to weave a compass ritual around the knife, so it would lead them to the one who had wielded it, and then took to the streets. They were told on the street, when they asked, that a hawk had flown out of the building shortly before the characters came out, and they followed the pull of the knife down to the Vltava, where the trail was lost. They tried to cross the Charles Bridge and pick up the trail on the other side, but as they passed beneath the Old Town Tower, the mystical defenses that the Templars had placed there to ward the bridge against Saracen magic unwove the finding spell and turned the knife red-hot.

They went back down to the river’s edge and Izabela tried to speak to the ghosts there to find out what had happened – they assumed that the hawk was a shapeshifter who had flown into the river to rinse away any connection to the knife, but they wanted confirmation. The ghosts who appeared to Izabela were all fighting men armed with spears and shields, arrayed along the riverbank, and they would not answer her questions, saying that the Queen was the only one who could. Izabela asked to speak with the Queen, and face formed out of the waves and told Izabela that yes, a hawk had flown down into the water, and then flown away again.

Now, the characters are very concerned about this fellow looking for them, and also are starting to get concerned that they haven’t heard back from Evzen yet. I figured that was a good place to leave things, with them trying to think of a way to track down this shapeshifter with ties to the Erlking.

As I said, the session was a little muddled and unfocused, but I hope I haven’t confused things too much. We’ll find out next session.

Look What I Can Do: Mortal Stunts in DFRPG

I’ve noticed, both in the playtest and in my Fearful Symmetries campaign, that players have a tendency to overlook the Mortal Stunts chapter of the rules when building their characters, unless they’re building a pure mortal character. It’s easy to get distracted by the shiny Supernatural Powers and dump all your Refresh there, but overlooking Mortal Stunts may be a mistake.

Stunts are a great way to customize a character, and build on a theme, creating a unique set of abilities that are dependent on the character’s skills, rather than on any mystical powers. They can grant you wonderful little tricks that no one else can do, or turn a useful skill into a powerhouse for you. And they can augment pretty much anything else that your character does, whether mundane or supernatural.

But people still overlook them, or dismiss them.

There are two main reasons for this, I think. The first is that whole bit about getting distracted by the Supernatural Powers. It’s easy to spend your entire Refresh budget in that chapter, so why look anywhere else. The second reason is that the stunt chapter, while it has a few sample stunts*, the strong recommendation of the book is that you build your own, and that can be a little daunting.

So, let’s see what I can do to up the profile of Mortal Stunts.

Stunt Appeal

Why should my Wizard consider taking a stunt rather than a point of Refinement? Why spend a point of Refresh on a stunt when I can get a Cloak of Shadows for my mystic ninja? If I can have Wings, why should I instead buy a stunt?

This is all going to come down to character concept, of course. But the tension is less between cool and not-cool than it is between learned coolness and inherent coolness. Most of the Supernatural Powers are a product of what you are, while stunts are a product of what you made of yourself.* I like to look at my character creation phases and see what neat things my character may have learned to do in the mundane framework – somehow, it just makes the character more rounded and believable to me.

But aside from the character concept aesthetic, stunts can grant some fabulous synergies with Supernatural Powers. Examples? How about a stunt to give a spellcaster an extra minor Mental consequence? Or to give a werewolf a bonus to Athletics when in wolf form? Suddenly, you’ve increased the effectiveness of your Supernatural Powers by essentially saying that you’ve practiced with them.

And, of course, you can use them to round out the non-supernatural parts of your character. Harry’s got his Listening stunt which, though it’s not as useful to his magic, really shines when he’s acting the PI. Carlos has a stunt that helps him out as a Warden, but not so much as a Wizard. Susan has a stunt leftover from her time as a reporter that helps her track down information. And Ronald Reuel, the former Summer Knight, had an Art Historian stunt that represented his day job.

In general, Mortal Stunts give you that little extra – and reliable – oomph to put into your character. They’re worth a look.

Building Stunts

Building stunts is very much an art, rather than a science. There are some basic guidelines:

  • Stunts are all based around skills.
  • Stunts can either add a new trapping to a skill, or expand an existing trapping.
  • All stunts are circumstantial – i.e., they work in limited circumstances.
  • The basic power level of a stunt is the equivalent of a +2 shift.
  • Power level shifts down if the circumstances are very broad or are an attack.
  • Stacking stunts gives diminishing returns.

Now, those guidelines are pretty loose, and allow for a lot of creativity. That also means that you’re going to have to do some negotiation with the GM during the process, and there may be a little back-and-forth until the stunt is what you want it to be. When I build stunts, I go through a pretty simple process:

  1. Decide what effect I want in the stunt. Not mechanically, but flavour-wise. Do I want to be able to survive homeless on the streets? Or to be world’s leading expert on Anglo-Saxon riddles?
  2. Decide what skill it relates to. The first one is probably going to be Survival, and the second one is probably Scholarship, just for example.
  3. Figure out if it’s a new trapping or an expanded trapping. Living on the streets is going to be a new trapping for Survival, while Anglo-Saxon riddles is going to be an expanded trapping for Scholarship.
  4. Decide on the mechanics. New trappings are easy – you just use the skill for something other than what is already listed in the skill description – this pretty much defines the circumstances of use. Expanded trappings mean you have to determine the bonus and the circumstances. So, for the street survival, the mechanics are that it allows you to use Survival for scavenging in urban environment. The Anglo-Saxon riddle thing can be modeled very easily using the Occultist stunt under Lore – a +1 bonus to riddles, with an extra +1 if they’re of Anglo-Saxon origin.
  5. Pick a good name. You really need a good name for your stunt, something that is (as with Aspects) both descriptive and evocative. So, let’s go with Urban Ranger for the Survival stunt, and World Expert (Riddles – Anglo-Saxon) for the Scholarship one.
  6. Negotiate for GM approval. At this point, you should run it past the GM and get his or her okay. You may need to make some changes to the mechanics to get that approval.

Really, the best advice I can give about building stunts is to look over the sample stunts in the Mortal Stunts chapter of Your Story, and the Who’s Who section from Our World. See what ideas others have had, and use them to spark your own creativity, and as the foundation for building your own stunts.

What Makes a Good Stunt?

The true measure of a good stunt is the cool that it adds to your character. I’m not talking about the bonus it gives you, or the way it lets you sneak around the rules, but the way it makes others look at your character and go, “That’s pretty damn cool!” It’s a chance to snag the spotlight for a few minutes in the game so your character can strut his or her stuff, doing something that no one else can do.

Uniqueness is the base coolness of the stunt, after all. Harry’s met lots of other Wizards, but he’s the only one that can do the Listening thing. Karrin Murphy is surrounded by cops, but she can kick all their asses using her aikido stunts. Morty Lindquist is just a medium, but his extensive contacts on the other side are what make Harry go to him for help and advice.

What you want to do when coming up with the idea for a stunt is to think about the scenes in the story when it would come in handy, and what sort of image you get of your character using it. If it’s just your character doing normal stuff a little bit better, maybe that’s not the right idea for a stunt. You’re looking for an image, a scene, where your character is the go-to guy (or gal) for that particular thing, with everyone else standing around for a couple of minutes going, “Wow! That was awesome,” as you unveil your unique and stunning ability.

Of course, you may be worried about stealing the limelight too much – but that’s what the circumstantial limitations on stunts are there to prevent. Stunts tend to be applicable in a relatively narrow set of circumstances, so that you can’t trot them out every time you use the skill. That keeps stunts from being too good, and that’s a large part of what you’re going to be negotiating with your GM.

To sum up, a good stunt gives you the opportunity to show off your character’s mad skills every now and then, without overshadowing everyone else’s mad skills.

Sample Stunts

Just to illustrate some of my ideas, I’ve thrown together a few sample stunts below, with a little commentary on each.

Urban Ranger (Survival): You can scavenge using Survival in an urban environment, finding food, water, shelter, and miscellaneous useful bits with a successful roll.

This is just a straight-up new trapping for the Survival skill, giving a way for a possible homeless character to live on the streets.

Home Turf (Survival): Define an area – a forest, an area around a town, the land around a lake, a neighbourhood, or something of similar size. Within this area, you get a +1 shift to all Survival checks to hunt, scavenge, and track, thanks to your familiarity with the lay of the land.

This is an expanded trapping, inspired as I was thinking about the Urban Ranger stunt. The bonus to rolls is only +1 because of the broad applicability of the stunt.

World Expert (Specify) (Scholarship): You’re an expert in a particular subsection of academia. This must be limited, but can still cover a fair number of things, such as literature or history. Gain a +1 to Scholarship when researching things covered by this topic. You must also define a deeper specialty within that category, such as Shakespeare or the Thirty Years’ War, to gain an additional +1 (for a total of +2) whenever the research focuses on that narrower area.

This is pretty much a straight port of the Occultist stunt from Lore.

Spellcasting Dynamo (Conviction): You’ve inured yourself to the strain of casting spells. For purposes of spellcasting, you have one extra minor Mental consequence that you can use to offset stress incurred from channeling energy and backlash.

I’m not as sure about this one. It’s patterned after No Pain, No Gain stunt from Endurance, but I’m worried that allowing the extra consequence to be used to soak up backlash might be making it a bit too broad. I think it’s okay, but I’d have to see it in play for a few sessions to decide.

More Time on Four Legs Than on Two (Athletics): You’ve spent so much time in your wolf form that it seems more natural to you than your human one, and you have learned how to make the most of the wolf’s physical capabilities. When in wolf form, you get a +1 to Athletics when dodging, jumping, and sprinting.

Again, I’ve kept the bonus down to +1 because of the broad range of things it covers. I’m a little leery of including dodge in the list, but given that the stunt only kicks in when the character is in wolf form, I think it should be okay. Again, seeing it in play for a few sessions will tell the tale. If it’s too good, then we’ve got to renegotiate.

This Bike is a Part of Me (Driving): You are so familiar with a single motorcycle that it is almost an extension of your body. When driving this bike – and no other – you get a +2 to Drive.

This last one is a simple situational +2 expanded trapping, because I hadn’t done one of those yet.

 

And there you have it.

 
 
 

*Well, more than a few. 103. But the game is so ripe for new stunts, and there are only a handful listed for each skill, that it seems like a few. Back

*Sure, this is a simplification. Billy and the Alphas made themselves into werewolves, for example, but it’s still a valid point, I feel. Back

GenCon 2010 – Aftermath

So, home and dry. Clothes are washing, TV shows are transferring to the AppleTV, basic groceries bought and put away, and the bed calling out to me.

As usual, the conversation on the 20-hour drive home with Clint ranged far and wide over a number of topics, but kept circling back to gaming. He had a good show, too, and stories made the time pass fairly quickly.

Was it a good show? Well I had a lot of fun. I always do, with Scott and Jarred. And Gwen and Brian. And Greg. And Shane and John and Kevin and James. And seeing Ken Hite and Robin Laws and having them say nice things about my blog. And the good food. And the Fiasco game.

But I’m tired, now, and need my sleep. Back to work tomorrow.

Goodnight, GenCon. Goodnight, everybody.

GenCon 2010 – Day Four

Okay. The WordPress iPad app just ate my post (Ctrl+Z doesn’t do what I thought it would), and I’m too tired to redo it all. Here are the highlights:

  • We’re in Rochelle, Illinois on the way home.
  • Didn’t play Fiasco last night, though the Arc Dream guys did. They used the suburbia playset, and said the game played like American Beauty as written and directed by David Lynch. Three dead out of six, two in prison, and one broken in mind and spirit.
  • Caught a glimpse of Wil Wheaton, but no more than that.
  • Tracked down a copy of Remember Tomorrow, which looks pretty good.
  • Got a new shirt from Sigh Co. I like it.
  • Decided not to get Smallville – I’m never going to run it, and it didn’t look like it offered enough loot able stuff.
  • Decided to pick up the Savage Worlds Space:1889 book. It looks fun.
  • That’s it. Now to bed. Have to be up early in the morning.

GenCon 2010 – Day Three

Note: This is not the only update for today. Check below for my post about Fiasco, if you’re interested in how that game plays. And you really should be interested.

Anyway, very tired today after the late night last night playing Fiasco. Picked up some Cthulhu playing cards and poker chips from Dagon Industries, had lunch with Greg Stolze – always good conversation – and dinner with Scott, Jarred, Gwen, and Brian.

Tons of very cool costumes today, including a pair of slave Leias that I saw posing with a tall and imposing Darth Vader. I love GenCon.

I had another invitation to play Fiasco with the folks from Arc Dream – after our game, everyone went out and got a copy – but really, I need to sleep. Tomorrow is the beginning of the drive back to Winnipeg, and I’m going to need to be rested.

That’s it for now. Next post tomorrow, from Rochelle.

Fiasco: A Mutual Problem

Stayed up way too late last night getting into trouble. Some of the Arc Dream folks and I decided to get together after the Ennies to give Fiasco a try.

As came up at the game table as we were explaining the game to those who hadn’t read it, Fiasco is essentially the Coen Brothers/Guy Ritchie rpg. It’s a game, as the cover says, of powerful needs and poor impulse control. The whole experience is geared toward creating interlocking connections to tell a story where things spiral out of control and everything ends badly in a most entertaining manner.

One of the core elements of playing Fiasco is what they call a playset. These are lists of options for relationships, objects, locations, and needs relevant to a specific setting. Each of the four categories is broken din into six general types, and each general type is broken down into six specific elements. So, you have 36 relationship options, 36 location options, etc.

You get four playsets in the book, and each GenCon copy came with one extra play set in a separate booklet, and apparently there are more on the Bully Pulpit Games website. There are also rules for creating your own in the book.

Elements are added in turn to the game semi-randomly. You roll a huge mitful of dice – four for each player, and people take it in turns to take a die from the rolled pile and buy an item from the playset, building a network of relationships and details to serve as the framework for the story you tell. Only after you get the framework of the situation fleshed out to you decide who your characters are, based on the relationships you’ve built.

So, in our game we wound up with:

  • Frank Dodd, a corrupt, divorced police officer
  • K. C. Montana, a war hero seeking to uncover the corruption in the city
  • Martin Thornton, studio owner, Frank’s patron, and K. C.’s father-in-law
  • Max Shirley, bookstore owner and sparring partner of his war buddy, K. C.
  • Margaret Phelps, Frank’s ex-wife, and Max’s employee

Game play runs in a series of scenes that players create in turns. Players can choose either to establish the scene, in which case the rest of the players decide whether the outcome is positive or negative, or to resolve the scene, choosing positive or negative outcomes themselves, while the rest of the players set the scene.

After each character gets two focus scenes, the first act ends, and the group introduces a couple of complications that really make things go south. Another round of two focus scenes per character, and the second act ends.

Now, if you’ve been using the details created in the set-up phase, things will have degenerated massively by this point, probably to the destruction of at least one or two of the characters. In our game, a love square had formed around Margaret, with Max and Frank intensely jealous of (married) K. C. and his attentions. Frank kept trying to win her back, and Max went to Thornton to report that K. C. was cheating on Thornton’s daughter (“We have a mutual problem…”). Frank and K. C., after initially trying to kill each other, (Max to Frank: “We have a mutual problem…”) wound up uniting to bring down Thornton after Max’s betrayal was revealed. Frank wound up shooting Thornton, Margaret got a little knocked around, and K. C.’s gun was found at the scene of the shooting.

So, as play progresses through the scenes, characters accumulate dice: black dice for negative outcomes, white dice for positive ones. When the second act is over, it’s time for the aftermath. Each player rolls the dice for his or her character to see, basically, how screwed he or she is. The wrap-up is then narrated in turn as a montage by each player, describing how each character meets his or her come-uppance.

For our group, only Margaret came out ahead, moving to San Francisco to start a new life. Thornton was dead, and Montana had become what he hated most, taking over his father-in-law’s businesses, both legitimate and otherwise. Frank was a broken shell of a man, firmly under Montana’s thumb, and Max… Max wound up pretty much back where he started, hiring a new attractive clerk for his store.

From start to finish, the game took about two to two-and-a-half hours. It ran very smoothly, and all the rules were easy to understand. I was the only one who had read the entire book, so I acted as facilitator, as well as playing Margaret – the game doesn’t have a GM. Easy to pick up, minimal prep, and fast to play. It was a hoot.

Now, as I was starting to explain the rules to the others, it was pointed out to me that the author, Jason Morningstar, was sitting at the table behind us playing AD&D. When we finished our game, we rudely interrupted his to tell him how much we had enjoyed Fiasco, and he was very gracious.

So, good game. Pick it up.

**Edit** I was wrong. It was actually Steve Segedy, not Jason Morningstar, whom we accosted at two in the morning while he was playing AD&D. Still, he was very gracious with a bunch of late-night fanboys, and also forgiving of my misidentification of him. It was late, and I didn’t read his badge – one of the players pointed to him and said, “It’s his game,” and I leaped to entirely the wrong conclusion. So, sorry about that, Steve. No hard feelings?

GenCon 2010 – Day Two

Day two done, at least the dealer room portion. Arc Dream got their shipment of Targets of Opportunity, the new Delta Green hardcover, so there was a lot of traffic there today.

I did a little more wandering today, and tracked down the Sigh Co. booth to say hello to Gwen and Brian. Have to make my way back there before the show is over to pick up a new shirt or two, maybe a hoodie.

I also caved and bought a copy of Skulduggery, the new game by Robin Laws from Pelgrane Press. Got a chance to tell Robin how much we’re enjoying playing Armitage Files, and he said some very kind things about this blog, so that was very flattering.

There’s a new RPG coming out of Columbia that caught my eye when one of the Arc Dream folks picked it up yesterday. It’s called Eoris, and is absolutely gorgeous. It has a rich, somewhat Final Fantasy style look, and a very interesting backstory and world. Science fantasy with strong themes of moral, ethical, and spiritual questioning. Unfortunately, they were sold out, and the preorder offer they had didn’t extend to Canada, so I’m going to have to wait and order it from their website when they get back home.

Also spent some time lurking around the Geek Chic area, drooling over the premium gaming tables. In addition to the Sultan, which I saw previously at GenCon, they’ve greatly expanded the line, including a coffee-table-sized offering (The Hoplite) and a massive dining table/gaming table (The Vizier). Gorgeous stuff. They’re on my list for when I win the lottery.

Tonight, after the Ennies, some of the Arc Dream folks and I are going to get together to give Fiasco a try. I read the game last night, and it looks like a lot of fun, so I picked up the black and white dice I’d need, along with some index cards and a marker, and we’re going to give it a whirl if the awards don’t run too late. I’ll let you know how that turns out.

Now, I’m going down to the lobby wifi to post this, then going foraging for food. Next update tomorrow.

GenCon 2010 – Day One

So, back in the hotel after the first day at GenCon. Things were a little hectic this morning, what with having to finish the set-up of the booth, but overall, a good day. I know sales were up for both Pagan and Dagon, which is always nice.

I managed to grab a copy of Lurker on the Threshold, the new Arkham Horror supplement, and had a chance to take a look at the new Investigator minis they’ve made for the game. They’re very nice, but I’m probably not going to pick them up this con. They’re easily worth the $4.00 each that Fantasy Flight is charging, but there are 48 of them, so it gets pretty pricey pretty fast.

I also managed to snag print copies of Legends of Anglerre and Icons from the Cubicle 7 folks on the other side of the island from us. While I was waiting to pay, I got to see a few glimpses of things they’ve got coming down the pipeline – they had a TV screen showing a slideshow of upcoming highlights. These include the Laundry RPG, based on the stories by Charles Stross, and, surprisingly to me, a new Lord of the Rings RPG.

From the good people at IPR, I bought Hamlet’s Hit Points and Fiasco, both of which look very interesting. I think that’s where I’m going to start my reading tonight.

To my disappointment, WorldWorks did not have the TerraClips stuff that I was hoping to buy. They were very apologetic, saying that the print quality of the sets that they had had made was not up to their standards. This is both good news and bad news, of course; good, in that they’re taking the product seriously enough to strive for quality, bad, in that I couldn’t buy them at the con.

I also caught a glimpse of the Smallville RPG from MWP. It looks very nice, and I have heard that they’ve done very interesting things with the Cortex system to make it handle superpowers. I may have to pick a copy up, along with a print copy of the Leverage RPG Quick-Start Job.

I’m also far more intrigued than I thought I’d be by Skullduggery, coming out of Pelgrane Press. I overheard Robin Laws talking about it to another customer at the Pelgrane booth, and it sounds like a lot of fun. I may have to check it out, after all.

Still without a working 3G connection. My friend Michael sent me an e-mail saying that I need to connect the iPad to iTunes and download a different carrier file, but without my laptop with me, it’s not going to happen. Oh, well. I’ll know for next time, and I’ll still have the micro-sim. Thanks for the info, Michael!

One last note, on a personal highlight for me: Ken Hite came by the booth and said that he’d been enjoying my blog, and especially what I had done with Chaugnar Faugn in the Monument Creek scenario in the Armitage Files game I’m running. Always nice to hear, especially from someone like Ken Hite.

So, that’s about it for today. Going to post this, then see about getting some food. Next update tomorrow evening.

GenCon 2010: Arrival

I’ve made it to GenCon, and checked into the hotel. Good trip down; always good conversation and music with Clint as my co-pilot. Both Jarred from Dagon Industries and Scott from Pagan Publishing have been delayed, so I’m the first of our little troupe to make it in.

Indianapolis is really a lovely city – at least, the parts of it I see on these trips, which is mainly the downtown area. Interesting architecture, nice people, lots of good restaurants nearby, and the movie theatre by the convention centre is running a double feature of Wrath of Khan and Search For Spock tonight and tomorrow night for $10. They know how to get the GenCon crowd in!

On the downside, there is no wifi in my hotel room. Free wifi in the lobby, but that’s all the way down in the lobby. I picked up an AT&T micro-sim for my iPad, but it keeps telling me there’s no service, so I can’t even try to connect to set up the data plan. I’m going to tinker with some things to see if I can make it work, but I’m guessing that there will be no joy. Dunno what’s wrong. That means that no Tweeting from the convention floor, but I’ll still try and post once a day to the blog.

Right now, I’m taking a half-hour to relax in the room before I head across the street to see if I can pick up my badge and get into the dealer’s room to set up. It’s pretty hot here today, and ungodly humid, and the convention centre never turns on the AC for the set-up, so it’s not a fun job. Especially because I’m going to be at least starting it alone, trying to get as much done as I can before 6:00, which is when they kick us all out until morning. Jarred should show up by about 4:00 or so, so then that’ll help, but Scott’s not making it in until 8:00, which means he won’t get into the dealer’s room until tomorrow.

Anyway, just a reminder, we’re at booth #315, Pagan Publishing and Dagon Industries sharing with Arc Dream and Cubicle 7. Stop by and say hello if you’re at the con.

GenCon Bound – 2010

So, tomorrow morning, quite early, my buddy Clint and I embark on our 11th trip down to GenCon together. It’s a long drive from Winnipeg to Indianapolis – usually about twenty hours – so we do it over two days, with an overnight stop at Rochelle, Illinois, because we like to bypass Chicago.

I’ve been putting together a list of stuff I want to look for at the convention:

I’m also going to be trying to blog a little more regularly down there, using the iPad in the evenings. In fact, if I manage to get my hands on an AT&T micro-sim and the prepaid Visa thing works, I may be Tweeting from the dealer’s room during the day. But I don’t want to promise that.

Today is full-on prep for the trip, with a chance of going to see Inception this afternoon if all the plans come together. I’m about 2/3 of the way packed, with the last of the laundry going in the dryer, waiting for the stores to open (it’s a long weekend in Manitoba) to pick up a few things. The fish-feeding instructions are done, the health insurance bought, the car all ready, the TripTik in the glove compartment. Still to do: pick up some drinks for the trip, make some sandwiches, burn some music CDs for the twenty-hour drive, and some last touches of housework – I hate coming home to housework and laundry waiting for me.

If you’re at the show, I’ll be doing booth-weasel duty for Pagan Publishing and Dagon Industries at booth #315. Come on by and say hello.