Showing posts with label Conventions. Show all posts
Showing posts with label Conventions. Show all posts

Tuesday, November 8, 2011

Notes from my talk

I gave a talk at Metatopia on Sunday on talking to the talent and promised to post my notes, so here they are in all their semi-comprehensible glory. That said, on a lark, I recorded the bit of advice I got from Fred, so I'm throwing that up here as a bonus (warning - hugely amateur sound - this was me in 15 minutes between calls on my laptop).




Writers

  • This will be hard because you are probably also a writer
  • Giving people work that you could do yourself requires you to conciously let go and trust

Artists

  • Tips From Fred

    Make sure that when you say something like a quarter page, define that in inches
    discuss resolution (300dpi minimum)
    Size weenies
    If you’re working in print, you want CMYK, not RGB
    Have some expectations for the image, communicate them clearly, but don’t be married to your vision. You’re paying them for their expertise.
    Do the reference image research for them if you can.
    If possible, do an art reference of These characters in these places, esp if you’ve got strongly recurring characters or places.
    If you don’t have the images, you may want to do a round of references images first.
    Make it clear to the artist what stages of the process you want to be involved in
    Pencils
    Maybe even roughs/concept sketches
    Inks
    Colors
    Try to get ONE intermediary step, just for course corrections

  • Blog: The Art OrderDifferent process, but informativeWOTC Guy
  • theartorder.com http://theartorder.com/
  • FIND OUT HOW MUCH DETAIL YOUR ARTIST WANTS

Editor

  • Editor Blogs
  • ryanmacklin.com http://ryanmacklin.com/
  • www.ayvalentine.com http://www.ayvalentine.com/
  • You don’t need to communicate a lot with editors once you get going BUT
  • You need to communicate your vision to them to help them help you achieve it
  • When in doubt, blame the editor.

Layout

  • Go read Robin Williams “Non-Designers Design Book”
  • Very solid crash course in understanding what the layout guy is talking about.

Marketing

  • Yes, it’s marketing, even if you don’t call it that
  • Social Media
  • Evangelizers and engagement
  • Demo Teams
  • Demo Kits
  • Benefits and dangers of empowerment

Business Partners

  • Distributors
  • Shop Owners
  • Printers

Customer/Fans

  • Benefits and drawbacks of transparency
  • No bad reviews
  • Don’t be a dick - let the other guy do it


Collaboration Tools
  • Dropbox
  • Wikis
  • Basecamp
  • You WILL use MS word
  • Update schedule



Also, A hat tip to John, the editor who came up and helped me out at the talk byt talking about, well, talking to editors. You can check him out on twitter at @awesome_john or at his blog.

Monday, November 7, 2011

This Metatopia Thing

A while back, Vinnie had an idea.

Vinnie, for those that don't know, is the robot brain behind Dreamation, Dexcon and a host of other nerd events in northern New Jersey. I've talked in the past about how good Dreamation and Dexcon are, and a lot of that is a reflection on how hard Vinnie works.

These conventions have historically been hotbeds of game design activity - a place to run playtests and to talk with designers of small press games. The problem is, the streams don't always mix well, and this came to a head at a previous convention, when confusions between what was play testing and what was actually a game to play interfered with some people's experience.

So, Vinnie pitched the idea of peeling off some of this and creating a designer-centric convention, one explicitly for playtests, discussion groups, seminars and roundtables. There was a lot of support for the idea, but a lot of uncertainty regarding what such a thing would look like. I admit, I shared in that uncertainty.

This past weekend was that convention: Metatopia. We got to see how the idea translated into reality, and from my perspective, it was very nearly miraculous.

I drove up very early Saturday morning, so I missed some of the fun on Friday night (including a panel of Ken Hite and Fred Hicks talkign about how to steal from other games) but I got two full days of goodness in. I didn't know quite what to expect, but I jumped in enthusiastically.

There were three major activities at the convention: Seminars, Playtests and Focus Groups.

Seminars are what you would expect: one or more people talking about some subject or other. This doesn't sound like much, but it's worth noting that the sister conventions have historically had a fairly anemic seminiar track. The reasons for that get a bit chicken and egg, but the bottom line is that it was really nice to see good seminars with enthusiastic attendees. It was good enough that I want to see what I can do to help with seminar tracks at Dexcon & Dreamation. It also provides a double excuse to try to drag Chuck Wendig back - we totally need to get him to talk about writing.

Playtests are also reasonably self-explanatory. Designer shows up with a game, runs it, and gets feedback. These are interesting because their value really depends on the GM's attitude. For GM's who came into it looking to really tear into their own game to find what made it work, it was a godsend, and you could spot those GMs because they were the ones making changes in response to play experience. For GM's who felt they had a finished game, I think it was a lot less useful - fine tuning is something you do over time. The feedback you could get at this convention was more suited to the guts of your game than the chrome.

This actually kind of hurts as a designer, because I'm not sure how to provide feedback on it, especially when it's clear there are problems with the game. Even moreso when it's clear the problems maybe things the designer is already married to. I don't want to discourage people from playtesting their game in this context, but if you're not ready to be told your game doesn't work, it's probably not helpful.

The last (and most interesting to me) were the focus groups. These were for people who had an idea for a game, but not necessarily much more than that. You sit down in a room and talk about your game and your ideas, and you proceed to brainstorm. For folks who've attended the Indie Roundtables, it's rather like that, but more focused. I LOVED these, and I wish I had done more of them - something to make a note for next year.

Anyway, there's a lot more to talk about, but for everyone who has wondered, I just wanted to make sure you had a sense of what this Metatopia thing is.

(I should also add, enough people at the con had nice things to say about the blog that I'm now feeling guilty about my half-assed writing schedule, so we'll see if that can be fixed. Also, if you attended my seminar (thank you!) I'll be posting my notes soon, probably as tomorrow's post.)

Thursday, August 25, 2011

PAX - More Bitter Envy

I am not at PAX, nor am I at PAX dev. This kind of sucks. I mean, it sucks a little bit less than not being at Gencon because it's at least _possible_ for me to go the Gencon without punching a huge hole in my life, but all the same? Sucks.

In fairness, much of this grumpiness stems from how awesome PAX East was. Yeah, I know PAX is primarily a video game con, but as I gushed at length, it was one of the best all-purpose gaming (and really general celebration of the tribe) cons I've been to, and in my mind, PAX offers more of the same.

Anyway, if you're going to be going, you should know two things:

1) I hate you.

2) Take some time to swing by Games on Demand. You can find out more here and here, but what you really need to know is that it's free and it's the place to get any amount of awesome gaming in. You know those rooms where they set up all the consoles so you can just walk in and play cool stuff, old and new? Imagine it like that, only with Pen & Paper RPGs. As with other walk-in rooms, it's just as suitable for someone curious to check out one thing as it is for the person who wants to spend the whole con soaking in this particular brand of nerdery.


Now, here's where I admit an ulterior motive. The PAX guys run a tight ship, and they only include programs if people use them. If Games on Demand does not see much traffic, then the PAX planners will probably decide that next time around they'll use the space for something else. I can't blame them for that, but I wouldn't want to see it happen for several reasons. Yes, G.O.D. is awesome, but that's almost secondary.

See, one of the things I liked about the PAX vibe was that there were lots of people there who were willing to consider RPGs a normal part of things without viewing themselves as RPG gamers. That's incredibly healthy and reassuring, and it's something I'd like to see get the opportunity to grow, and things like this are how it happens.

And, more selfishly, if it's a success, there's more of a chance we'll see it at PAX East.

Anyway, if you're not at PAX this week, feel free to join me in my bitterness. If you are, please feel free to ignore my death rays of envy and have as awesome a time as possible.

Tuesday, August 2, 2011

Gencon Hotspots

So, people were kind enough to help me out with suggestions about new things that they're going to get a chance to pick up at Gencon, so I may now stew in my own juices of jealousy and think teeth-gnashing thoughts while I miss the conventions. Still, no reason I should be alone in this, so join me in running through this list and stew alongside me. Oh, and if you happen to actually be going to Gencon and just happen to benefit from this, well, I suppose it can't be helped.

Green Ronin - Booth 965
Dragon Age (Second Boxed Set) - I preordered this, so I got mine a few days ago (it's awesome) but this is it's real coming out party. I've written a lot about how awesome Dragon Age is, but also complained about the ceiling that the first boxed set (which limits things to levels 1-5 imposes. This second boxed set covers level 6-10 and includes a lot of things people felt were missing in the core, like Grey Wardens.

They should also have the first big supplement for DC adventures (Heroes & Villains, I think?). If you haven't looked at this game, you need to, if only because it's all SO DAMN PRETTY.

Burning Wheel - Booth 311
Burning Wheel Gold - If you, like me, missed out on the very narrow pre-order window, this is your chance to grab it. I still haven't seen this, but I want to. The price is good, production is (predictably) fantastic but most importantly, this is the new version of a game that has seen more deep, careful thought and attention to what makes it go than pretty much anything I can think of. Luke knows his stuff, and while I don't expect this to be a revolutionary change from the existing Burning Wheel, I expect is to be pretty damn spiffy.

I don't know if they'll have it for sale, but hopefully they will have a display copy of the Mouseguard Boxed Set to show off. You want to see it.


Machine Age Productions - Booth 1356
I think (hope) they're going to have Amaranthine available for sale, and as awesome as that is, you really need to go there to see the gaming patches. Seriously. If I were there it's the first thing I'd be hitting on the dealer floor.

Cubicle 7 - Booth 711
Yes, they're going to have The One Ring, and that's a big deal, but greatly overshadowed in my mind by Airship Pirates. As far as i can tell, this is basically wall to wall steampunk porn, and I understand there's an audience for this sort of thing. They should also have a sci-fi game called In Flames that I know nothing about.

I also expect a few awesome things in the Cubicle 7 Penumbra, hopefully including Ashen Stars and Stealing Chthulu, but I can't speak to it for sure.

Third Eye Games - Booth 605

Part Time Gods - People I've needed with will long attest that I've bemoaned the lack of a "Street Nobilis" game. I am no longer bemoaning.

Flying Frog - Booth 1421
Fortune & Glory - It's a boardgame from Flying Frog who have done cool adventure boardgames with strong themes in the past (Last Night on Earth, A Touch of Evil). This one is billed as a Cliffhanger game, and it looks pulpy. I admit, that's pretty awesome.

FFG - Booth EVERYWHERE
Black Crusade - I Guess it's for playing Chaos Space Marines?

Outrider Studios - Booth 1544
Mentioned these guys yesterday for Remnants, but folding thim in here for completeness!

Other Awesome Things That Might Be at IPR, I Think
, Wherever it is
Do - Well, yeah, I'll plug it. It's beyond gorgeous, Daniel remains talented beyond all reasonable measure. I can't say enough good things about it, so go check it out.
Bulldogs - I've mentioned before how excited I am for this one - it's Brennan Taylor's Sci-Fi RPG with a fFATE engine and a chassis made of Han Solo.
Dungeon World - A hack of apocalypse world designed to handle classic dungeon crawling goodness. This is going to be, by my understanding, the basic edition, with a release schedule somewhat akin to Dragon Age (with more stuff/rules to come later) but I don't know all the details. What I do know is that I've been curiously watching this develop, and I'd pick it up in a hot second.
Shelter In Place - I mention this only so you can share my bitterness. A survival horror LARP by
the remarkably talented J.R. Blackwell, it's my understanding the Gencon copies are already sold out.
Kerberos Club (Fate Edition) - Kerberos Club was already super-neat, so adding in a FATE engine is basically a big present JUST FOR ME!
Kingdom Come - It's a LARP thing, and that may be a turnoff for some, so all is well and good. I admit, I know almost nothing about this, but I have suspicions. Specifically, I have suspicions that this is born from the brains of some Canadian LARPers who are basically the super-secret-ninja-masters of truly awesome LARPing.


So, what did I miss?

Monday, August 1, 2011

A Gencon Plug

Stepping off the design train briefly as we start warming up for Gencon (which I will not be attending, sadly), and I have a larger post in the works about all the new things I regret I won't be seeing which you should totally check out. However, I want to make a smaller recommendation today, perhaps even a request.

If you get a chance, stop by booth 1544 - Outrider Studios. There are a few reasons for this, and I'll break them down.

First, they have a game called Remnants which is pretty sweet. It's a post-apocalyptic game centered around battling suits of power armor, and while that's pretty cool in its own right, it makes a lot of little decisions that make it even more interesting than the premise. The core system is fairly lightweight, with some pretty clear Tri-Stat influence (that's a good thing) but some very clever tweaking, including it's handling of critical failures. More interestingly, it strikes a very interesting balance between providing a detailed setting and recognizing the flexible elements of the premise. Of all things, it's reminiscent of Sorcerer in that regard - a nice little engine with a strong core idea that is reasonably easy to skin in a variety of ways that stay within theme. Also, it deserves kudos for production - it's a $20 game (great price point) that looks good and is cleanly laid out.

So there's that. Also, I had the pleasure of spending some time in conversation with the Outrider folks at Origins, and they're good people. Perhaps more persuasively, they're folks who have decided to make a go of this crazy gaming madness, and have decided to take the risk to come down for the conventions. This is, to put it bluntly, expensive and a lot of work, and they're absolutely taking a risk in following this route, and I hope it pays off for them.

I had, I should note, not ever hear do these guys before Origins, and that was a useful reminder to me that for all I try to keep on top of things and think of myself as watching the hobby for new entrants, I can't see everything, and I'm still going to be surprised when someone comes in from a vector unfamiliar to me. This is a good, awesome, and humbling thing.

Anyway, the last reason is that it will take you over to Entrepreneur's Avenue, if you check out the map of the dealer's hall, you'll see there's a little cluster of booths. This is where you're going to see the people you've never heard of before, and that's important. It's all well and good to be going to Gencon to get the new releases you know are coming, but if that's all you get, then you're missing out. New releases can always be gotten later, but there are people and things at Gencon that you won't see anywhere else. Take the time to look at those, let yourself be surprised, and maybe try something new and unexpected.

It might suck. I have a small stack of bought-and-played-once games from gencons past, but I also have some pleasant surprises. Remnants, I should add, was one of them.

So, please, do me a favor. If you're there, swing by and just say hi. Take a look at their stuff, talk to them for a few minutes. Obviously, don't buy anything unless it grabs you, but allow yourself the opportunity to be pleasantly surprised.

Thursday, June 30, 2011

Another Origins Find

I became more sympathetic to the people with the rolling luggage at Origins after I started down the boardgame path. The simple reality is that if you're carrying more than one full sized boardgame, you're going to be hard pressed to find an efficient solution for carrying them. This became apparent after I picked up Ascension and the other awesome boardgame of the con (more on that in a second) and I tried to carry both around. My backpack was no use, and while I made use of my Reddoxx CPA Briefcase (which is freaking immense) one day, it was sufficiently full that there was no room for additional purchases.

So, with that in mind, I'm willing to change my stance on rolling luggage at conventions. You still need to steer clear of crowded areas (like the dealers room) with it, but if you are board-game or wargame focused, I concede the necessity. However, I offer an important caveat - don't overload them. If you're using a clever arrangement of bungie cords to try to hold two stacks of games side-by-side then you're asking for trouble. One game is going to come loose, and then it's all going to go to hell. Unless you are literally stocking a booth, stick to a single stack.

All of this also has reminded me of the importance of after-market repackaging, which is a really fancy way of saying "Putting a game in a smaller box". I love that games are getting these great organizing trays, but that's only really used to me if I play the game at home. If I ever want to take the game anywhere (like a convention or a friend's house) then it's worth my while to try to compress it down into something more portable. A few game-makers have caught onto this. The ascension bundle I got came with a box for just this purchase, and I know that AEG makes the boxes for it's game expansions with compact storage in mind.

Which comes to the other great find of the convention, Seven Wonders. This is a development game that feels a bit like the slimmed down love child of Civilization and Race for the Galaxy, which puts it precisely in my sweet spot. Still, as I mentioned regarding Ascension, merely being a good game is not enough anymore, and 7W delivered on two particular vectors.

The first is that it's fast. Gameplay is listed as a half hour, and even with learning, our first games were done in under 40 minutes. Fast is a big deal for me, and would probably have been enough, but it was driven home by the second point: That time doesn't change as you add more players. It's just as fast (or nearly so) with 7 people as it is with 3 (technically, it also supports 2, but I haven't tried the 2 player rules yet). This is accomplished by changing the deck size based on the number of people, which in turn keeps the number of turns constant. Since turns are simultaneous, the only thing that really slows down play is that guy who takes forever to make decisions. Sadly, there is only so much you can do about that, except perhaps keep playing until he feels comfortable enough to play fast.

Setup and breakdown could be a little more efficient, and to be totally frank, will probably be helped by shifting it to a custom box, but that's a small detail. Apparently the first expansion is about to hit the market (Asmodee had them at Origins, but weren't selling them when I talked to them) but there's some worry it's going to change the game too drastically. I'm willing to hold out and see before picking it up.

Anyway, it was a good purchase, and you can apparently get it for as little as $35, which is a good price. at $40 I felt ok with it, though at $50 I might have hesitated. Your yardstick may vary of course, but if you get a chance, it's worth a play.

Monday, June 27, 2011

So That Happened

I usually skip the actual Origins awards ceremony. I'd pretend that this is some hipster douchebag, too cool for the event sort of thing but the reality is that in past years I have never been able to actually find the ceremony, and directions didn't seem to help. This was the first year i actually found it (and the beer garden), so that was a good reason to go.

Even so, I was mostly just there to cheer on Fred, who was inducting Erick Wujick into the Origins Hall of Fame (and rightly so). I sat in the back and had brought along my copy of Ascension and a big stack of card sleeves - an awards ceremony seemed exactly the right opportunity to sleeve up all those cards. And it was. Things started reasonably on time, and James Earnest lives up to his reputation as a great MC, and I was cheerfully ripping through those cards, and then the Damndest thing happened: we won.

The Dresden files RPG was up for the Origins award for best RPG and best RPG supplement. The competitions in both categories was crazy fierce, and I was pretty sure we had no chance - in fact, I had a high level of confidence in who we would lose too in each category. Pathfinder was just going to crush is in Best Supplement, and Best RPG was a toss up: DC adventures, unless Green Ronin split their vote between that and Dragon Age, in which case, Gamma World would take it. I was so very, very wrong.

So, now I have two statues, or at least two I share with Fred, Lenny, Clark, Amanda, Ken, Ryan, Chad, Genevieve and of course, Jim. This is pretty fantastic. I have no ideas what it _means_ - Origins award provides no useful predictor on how the other awards of the season will fall out, and I have no idea if it means a sales bump, but i don't really *need* to know those things. This crazy idea that started with a trio of friends running Amber LARPs and a long drive to Tahoe managed to do this thing, and if you asked the people on that trip if they could have ever imagined this, they would have laughed and laughed. This is something that happens to other people.

But, I guess maybe it isn't. Might be a lesson in that.

Friday, June 24, 2011

Bad Business

So, I was standing at an Origins booth and noticed they had some Osprey books for $15 each, a mild discount. Osprey books are cool little military-focused history resources, so I starter looking, and saw an interesting looking one on the fortifications of the Incas, so I pick it up and wait to pay the man. He's busily playing a mini's game, so I decide to be patient, and look over the bookshelf and find another book I want to get, so I pick it up and wait some more.

Guy keeps playing his game. That's cool, I'm patient, and while I'm waiting, I succumb to impulse and pick up two more books. So there I am, standing there with $60 of product in my hands, and the guy keeps playing.

I wait, and after a while I'm a little bit less in the sweep of "oh cool" and I put back the two extra books I picked up. He's still playing.

After a bit longer, I decide, ok, I only really need one, so I set aside the second. He's still playing.

So I wait a while longer, at which point I decide "To hell with this", put down the book and wander off.

Origins has been overall quite fantastic, but that example was pretty much going to stick with me.

Or so I thought. That bit of lighthearted bad-business ended up feeling very small late in the day when word hit the bars about the WOTC layoffs. It's way to early to say anything more than it's disturbing, and that I wish the best for all those affected. Good luck to you all.

Monday, June 20, 2011

The Con Bag

Someone asked, and that's all the excuse I need for some unrestrained bag nerdery. The topic of what to carry at a convention and how to carry is is one that I have given utterly unreasonable amounts of thought to, and I share some of the fruits of it here. If you're about to go to a convention (like, say, Origins) and are considering what you're going to carry around, then hopefully this might help.

The first question to ask yourself is whether you need a bag at all. If you don't intend to run any games (including pickup ones) and you don't intend to buy anything, then the reality is you probably won't need to. Stick a notebook, pen & Pencil, phone and maybe a few dice in your pocket and you're good to go. If you can get one of those cool badge holders with pockets (they might have them with the Origins Merchandise, they might not) then that can even make it easier. This is, honestly a nice way to go if you can pull it off.

One tip that may help at Gencon but not at Origins - if you can get one of the pay-lockers on site, that can allow you to get by with a very minimal carry since you can drop your purchases off at a locker rather than tote them around.

Ok, for the rest of us, there tend to be two big reasons to carry a bag: to be prepared, and to shop.

Shopping is the simpler scenario. For all that a bag may feel awkward, I promise you it feels worlds better than a cheap plastic grocery bag carrying a heavy load of books or boardgames, especially given the certainty that a sharp corner is going to poke through sooner or later. If you've always got a bag, life gets much easier, though there are alternatives. If you plan your shopping (for example, knowing you'll only shop on the first or last day of the convention) then you might be able to forgo the bag except on that day.

You'll want to pick a bag that matches your shopping interests. If you're just looking for CCGs and maybe a book or two, as small bag will be fine. If you're looking for boardgames or planning to make a lot of purchases, then plan for something bigger. More on that in a minute.

Being prepared is a much fuzzier thing, and I will wager that most of us carrying bags are doing it for this reason.

Now, first and foremost, if you have a fixed kit, then you already know what you need. If you're going to be running a game, then you need certain supplies. If you absolutely must have your iPad, you need a bag that can handle it. If you have needs you explicitly must meet, then those obviously supersede any advice I can give.

But for those of you with a less fixed set of needs, let me run through some options.

First off, try to use as small a bag as you can get away with. Big bags a great, but they get heavy as you spend your time walking around. If you're packing several games "just in case" then you might want to consider packing only one or two, and rotating them out on a daily basis.

To my mind, the perfect con bag is vertical satchel style, just big enough to hold a D&D book. Something like the Ducti Utility Messenger, the Duluth Field Bag, or the Tom Bihn Cafe Bag or Risretto. They're big enough to hold the essentials for a game, but small enough that even if you stuff them to the gills, they'll only get so full. However, there is a problem.

One of the advantages of a bag like that is that it can be hung at the shoulder or cross body. This is very important if you're going to walk around a lot - a cross-body carry means that you're not constantly readjusting the strap. The problem is that this simply won't work for everyone. Specifically, large men (like myself) and many women will encounter issues with the strap going across the chest. Even if it's comfortable, it can look very awkward. Now, you can mitigate this by getting a bag with a "grippy" shoulder strap (the Redoxx Gator is fantastic for this) so you can have a stable one-shoulder carry, but it's not quite the same.

Now, I should also add that I'm biased in favor of the vertical bags because they hang better, and for the guys, they are less likely to look like a purse (a silly but very real concern). Horizontal bags can work just fine, but they tend to be bigger, and that can be an issue.

There are definitely some great messenger style bags - I'd be remiss not to mention the entire Timbuk2 line, and the remarkably spacious Bag of Holding - but I can't recommend them as con bags in good conscience.

I can hear some protests there, so let me step back a minute. These are great bags. I have several and I love them, and part of what I love is how much crap they can hold. The danger with any such bag is that it's really easy to overload yourself. Even carried messenger style, they get really heavy over the course of a day. If you're confident that you can maintain bag discipline or that you REALLY need the space, then go for it, but otherwise, I'd steer clear unless you want days full of back pain.

One aside about this - a lot of "messenger bags" are really just laptop cases. That's fine day to day, but really think about whether you need your laptop on the convention floor, and if you don't, that might be a good excuse to trim down your bag.

Now, this is where I have to admit something - one reason people choose messenger bags is that they just look cooler than backpacks or rolling carts. I can't argue with that. That timbuk2 slung across your back suggests your about to jaunt off on your mountain bike to jump off a cliff while pounding an energy drink. The backpack suggests you packed a lunch.

If this is really your hangup, then you really have two options. Option 1: just embrace it, and use a bag you think is awesome. Your back may hurt, but it's a fair trade. Option 2: just get over it and accept this is a convention, not a fashion show.

Now, I'm going to steer you away from rollers in general. I recognize they're necessary sometimes, either for physical reasons or because you're carrying miniature armies, but otherwise they're problematic. They're hard to handle on stairs and escalators, they're problematic if you need to leave the convention floor. Only do it if you must.

For the rest of us, the boring, reliable backpack is often the best choice. It doesn't get in your way when walking, you need to be a little mindful of it in crowds, but not too much so, and if you foolishly overfill it, it's not going to suck as much as it would to be carrying it any other way.

Lot of comments there, so let me boil it down. Use the smallest bag you can get away with and still comfortably carry, but if you need to have a more-than-small bag, I strongly suggest using a backpack.

Given that I hit the road tomorrow, I think I may follow this up with a bit of a discussion of what's worth putting in that bag. But in the meantime, what's your con bag? I'm not worried if it contradicts my suggestion - I know a well loved bag trumps all - but I'm curious what works well for people.

Friday, June 17, 2011

Gah, Origins!

I only just looked at the Calendar and discovered that Origins has snuck up on me.

I love the summer conventions, but since the birth of my son, it's been simply impractical to try to go to both Origins and Gencon. Each one represents a week away form my wife and kid, and what's more, a week of extra parenting duty for my wife. So far as I'm concerned, she's a saint to put up with it for one convention, and she already put up with it for PAX-East. So, given that, I face the annual decision of Gencon vs. Origins, and I almost always choose Origins.

This is a fairly idiosyncratic choice. Gencon is absolutely bigger and more important. If you've got a product to launch, Gencon is the place to sell it. If you need to professionally network or see things you'll see nowhere else, Gencon is the place. Origins is simply not as big a deal (though it's still a pretty big deal), but that's part of the appeal for me, and that's doubly true this year. This Origins, I've got nothing to sell. No new releases to promote, no booth to man - I'll be going as a civilian.

Now, I could talk about a lot of fine differences in culture between the two conventions, or wax rhapsodic about the food available at Origins, but the reality is much simpler for me. At Gencon, I do a lot of stuff and see a lot of people, but at Origins, I actually get to talk to people. That's huge. Other things like playing games or seminars are a lot of fun, and I'll seek them out, but the heart of any convention for me is any time I get to sit down in a circle with a handful of people who are passionate about games and just shoot the breeze.

So, anyway, I'll be there. I'd tell you to look or me, but I'm an overweight white guy with a beard and glasses, so I tend to blend in like a ninja in this highly specialized environment. But if you do happen to find me, say hi. I am not hard to get talking.

Anyway, that means I need to go into this weekend with thoughts of packing. I put an unreasonable amount of thought into my choice of bag for the convention floor, but dammit, a man must have priorities!

Friday, March 18, 2011

PAX Vs the World

Ok, so in my universe there are only so many important convention. First, since I'm on the East Coast of the US, the cons on the west coast are pretty much right out. This is a shame because my favorite convention in the universe - Ambercon Northwest - takes place outside of Portland, and it also means the various Endgame minicons are of the table. So it goes.

There are also some smaller cons that I make a priority of, notably Dexcon and Dreamation up in New Jersey. I like the atmosphere, I like the people, and they're an opportunity to play, so they go in their own bucket.

But beyond those are the big deal cons, and historically they've been Origins, Gencon and Dragoncon. The classic advice is that you go to Origins to play (or to see people), Gencon to sell and Dragoncon to drink. That might be a bit of an exaggeration, but I've found it holds up.

When PAX (now PAX Prime) showed up, it didn't really shake things up too much. From my perspective as a tabletop gamer, it was mostly in a different sphere, absorbing the debris of E3. People came back from it with reports of an excellent convention and a broad range of nerdery, and that was nice, but didn't move my needle much. Even if it became a bigger hub for tabletop, its position on the West Coast put it out of my sphere.

But then came PAX East, and things got upended. People came back with stories of a geek mecca, full of video games and technology, yes, but also hours of fun for other members of the geek tribe. And Luke Crane and the Burning Wheel guys reported sales numbers in the Gencon range. I was super curious, as was Fred, so our trip up this year was sort of dual purpose. First, we wanted to go and have an awesome time (we did!) but we also wanted to know if this was something we might want to look at from a business perspective, maybe doing a booth or the like.

As a company, Evil Hat hasn't yet made any decisions, so don't read this as me speaking for that, but I definitely have some personal impressions.

When I can only go to one summer con, I will generally choose Origins. This is not much of a business decision. Origins sales are anemic and it's not a great place for a new release. It is, however, a wonderful convention for seeing people and enjoying their company along with excellent food and atmosphere. Gencon is more work - it's bigger and it's a better sales opportunity, but I find the time to sit and talk needs to be taken in stolen moments and out of the way corners. If I had a big new release, Gencon is probably the right choice for it, but otherwise...

Don't get me wrong. Gencon is a great experience. It's the biggest collection of the tabletop tribes I know of, and if you're willing to put in the work to deal with scheduling, then it can be an incredibly full convention of basically non-stop activity. It's got a great seminar track (maybe the best in gaming) and it's the place that gaming companies are likely to make releases and announcements. But it is very much the meeting of the tribes.

PAX East (and I presume PAX Prime) is a different beast. It's the convention of the broader geek nation, and that means less uniformity, but it also means fewer dividing lines. The people who come to Gencon and buy your stuff because they know it's going to be there. The people at PAX buy your stuff because they _don't_. They are open to the idea of your game, but not married to a lot of the baggage around it.

To me, that's pretty freaking fantastic. And it's a reason that, as a publisher, I definitely want to have some sort of presence at PAX, even if it's just one among many at the IPR booth. For all that it's a sales avenue, it is an even more powerful marketing avenue. We like to talk about growing the hobby and reaching new people, and I genuinely am unsure if there's a better way to do it.

But that's also scary. Thinking about showing games at PAX reminds me of exactly how much we take for granted when we sell within the established community. There's a lot you don't need to do when you are selling to the converted. And as such, there's a reasons that did well are the ones with a rock-solid demo-centric ethos (most notably Steve Jackson Games and the Burning Wheel folks). PAX is a con that gives you the chance to show that your game is awesome, but isn't going to take your word for it.

But all that's through the lens of a publisher. As a player and a nerd, I can't imagine skipping the next PAX. The fun is just there, lying on the ground, waiting to be picked up. At Gencon (and even Origins) I feel like I miss out on a lot of stuff because I'm not in the right place at the right time. PAX felt like all places and times were right.

Bottom line -PAX isn't going to replace Gencon anytime soon. The cons have different priorities and needs, and frankly, I think it would be utterly toxic to PAX to try to absorb too much tabletop. But PAX is raising the bar for Gencon and other big conventions, especially in terms of quality of experience, and it is shaping up as a critical marketing opportunity for game companies. Even if it doesn't go on your calendar, it's going to be the con to watch.

Thursday, March 17, 2011

PAX Downsides

Given the number of wonderful things I've had to say, I should probably give a little bit of airtime to the problems with PAX. There weren't many, but they are worth mentioning.

I've mentioned that food was a little rough. There were actually decent options if you wanted to leave the convention hall, but who would want to do that? Most of the choices were expensive and of dubious quality, but the funniest bit was in the extra food court. I think there had been a last minute attempt to bring in more food options, setting up a new food court down at the lower levels in another of the huge rooms. It was a good idea, but I would guess that the available options were limited, as the food trucks they'd rolled in were all basically carnival food. Thus, we gained $5 pizza slices, fried dough and ice cream. I'm hoping that next year they'll have more time to plan and maybe bring in some real food trucks, assuming Boston _has_ food trucks. I don't actually know if it does.

It is also a convention of lines. Lines for events, and lines on the expo floor. If you want to see something, you are going to wait in line. If you're in one of these lines, especially towards the back, this kind of sucks. The problem is that I'm really not sure what the alternative is. Every model of pre-scheduling or smart-ticketing I can think of has exploitable loopholes, and this is exactly the crowd to exploit them.

Booth babes. I had not been expecting to see any booth babes on the floor based on what I'd read about the show, so I was a little surprised to see some. That said, they were mostly inoffensive. The ones selling hardware seemed knowledgeable and weren't too overdone. The costumed ones handing out bags were in high-quality, in theme, non-skimpy costumes. The Duke Nukem ones were kind of shameless, but I can only complain so much - it's Duke Nukem, the FPS with full functioning urinals. I'm not expecting a lot of class. Also, frankly, you had to wait through a hell of a line to get anywhere near the Duke Nukem booth babes, so all in all, fine. I think my sole objection were the ones mixing drinks at one large open booth, in large part because the announcer was REALLY pushing the booth babe-ness ("Talk to our girls! It's not like real life! They WANT to talk to you!"). So, points off for that, but only so many. It's worth some credit that it was so obnoxious because it was so anomalous.

Lastly, Boston wasn't ready for the crowd. One thing I dig about Gencon is that all the surrounding businesses know that they're getting an influx of nerds. We're mostly well behaved, but we want to do strange things like play games in bars. Indianapolis knows there's money in this, and is very friendly towards is. Boston was taken by surprise, but given the size of the convention, I hope they adapt quickly. This year, I felt like we were seen as a disruption to the business travelers, and that's never much fun.

OK, so there are the complaints. All in all, they come to a very small pile compared to the awesome, but I felt like it would be unfair not to vent a little bit.

Wednesday, March 16, 2011

Lessons Learned For PAX

While I had a fantastic time, there are a few things I need to think about in terms of handling differently.
  • I envy the hair. Fred's very blue hair made him easily identifiable and findable, and had I not been paired with him, I suspect it would have been much harder to hook up with people. Being an overweight guy with a beard and glasses is not quite the camouflage it is at Gencon, but it's still not much of a distinction. Worth putting some thought into a readily identifiable flag of some sort.
  • I need a lighter kit. My Leverage kit (only ran once because I had no juice beyond that) was way too heavy and large, demanding a backpack. Inconvenient, but addressable with better planning.
  • Bags are ubiquitous. I'd been a little worried that carrying a bag would be inconvenient, but about three-quarters of show goers either had their own bag or were carrying one they'd picked up on the expo floor. So, no problem with that. Just need one well suited to the con. Cross-body vertical bags seem the best compromise, and I must give a nod to Logan Bonner's enviably awesome bag in this regard.
  • The lines are long, and you need to bring something along with that expectation. A portable game system (like a DS) is probably a good choice, but line-friendly games (like Zombie Dice) can work just as well or maybe better.
  • If you see something on the expo floor on the first day and think "maybe" then assume it will not be there when you get back. Make your purchase or make your peace.
  • This was not a cheap con to attend. Hotel and food were both non-trivial expenses, made a bit worse by the fact that the area very clearly had no idea what it was in for. However, the con was right by a T stop (Boston's metro) and things don't start in the morning until 10:00, which suggests that this would not be a hard con to attend remotely, probably saving a few bucks.
  • I need to figure out how to pack sandwiches. Lunch was the meal of doom, since it generally meant choosing options inside the convention center, which ranged from "Overpriced and ok" to "Disturbing" to "Carnie Food". Breakfast and dinner were fine, but lunch needs a plan.

Monday, March 14, 2011

The PAX East Fun Factory

PAX East was a fun factory.

That seems like a kind of jokey thing to say, but I mean it in a very literal way. PAX East was a tremendously enjoyable convention, and most of the reasons for that can be traced to how it's run and the decisions that went into it. From my perspective, those practices and decisions are in line with those that make for maximum efficiency in factory production. Or maybe network engineering.

First, there's a lot of "wasted space" including an entire HUGE room used only in the morning for standing in line. PAX East does not take advantage of all the space available to it.

But what looks like waste at first glance is really excess capacity, and very well managed capacity at that. It's designed to handle the maximum load, not the average load, and that's just good design. It means there's always room for things to happen, and that's important later. In contrast, when you have a con that uses all the space available, things break when something overflows or runs late. Problems cascade into the rest of the system. Excess capacity keeps that from happening.

Second, PAX has a strange schedule. There are only a very small number of events, and demand is such that the queue for one usually begins at least an hour before the event. That creates a lot of friction in getting into events, and seems like a terribe way to run a ship. But again, all is not as it appears.

The small number of events is absolutely a chokepoint, but the instictive solution (add more events) doesn't change that. It just creates more, harder to manage chokepoints. Instead, PAX East elevates the chokepoints, putting them front and center. The queues seem inefficient when compared to a ticketing system, but a little thought about that (including questions like when you would distribute tickets) makes it clear that they work quite well. If you _really_ want to go to a panel, you can do so. It will only cost you time.

Still, if that was all there was to it, I wouldn't consider it too much of a solution, so of course there's a catch. See, by elevating the chokepoint that the events represent, PAX implicitly acknowledges that not everyone can be entertained by the events, and so it is necessary that convention itself be entertaining enough (or provide the opportunities for entertainment) to keep people occupied. To that end, there are numerous resources that range from an old style arcade to a console gaming room to the aforementioned tabletop gaming area. This is where that extra capacity pays off because these places can support people seeking the "passive" fun of the convention (rather than the "active" fun of events).

For people who have gone to Gencon or another highly scheduled gaming convention, consider the comparison. If you don't have a scheduled event, what do you do (besides buy things?) I'm sure there are some answers, but I admit. most of my first answers had nothing to do with the convention.

There's another upshot worth mentioning. By limiting the number of official events, but providing excess capacity and tools for communication (like the PAX forums) it encouraged informal scheduling. It also meant that scheduling was the responsibility of the person or group running the event. From private invitations to the WOTC run events, these were not the convention's responsibility to schedule (though the convention did view itself as responsible for _supporting_ these events - a key distinction). A cynic might view that as a invitation or disaster, but it seems to turn out that empowered geeks self organize pretty well.

Not flawlessly though. That's where the last bit of magic comes in. By training and empowering their volunteers, PAX has effectively created factory foremen with its enforcers. Like foremen, they have the tools and the impetus to keep everything moving, and they do so with a smile (and let me give a brief shout out to Zuki and Meatshield). It's not that every problem they solve is a big one - most aren't - but the reality is that most big problems begin with a small problem that has spun up out of control. Putting enforcers in a position to make the small fixes means the big fixes are less likely to be necessary.

Now, these are just a few observations about how things were run. I'm sure others will occur to me, and there are others I completely failed to notice. But from these alone, I'm really impressed at the depth of capacity managment thinking that has clearly gone into things. There are a stack of things that PAX East seems to does wrong (Wasted space! Bad scheduling!) but actually does very right indeed.