GenCon 2023

This year is my first back to GenCon since 2019, and though a touch more challenging than then, I enjoyed it immensely. I got to get back in touch with friends and colleagues *gasp* in person!! I also got to meet a lot of folks that I’d only been in email/discord contact with, and best of all, I got to meet new people.

I didn’t buy nearly as much as I wanted to through a lot of self-discipline (and making my budget earlier, lol), though I was only saved from buying this one statuette because it was promotional and not out until next month TBH.

I loved walking the dealer’s hall though and taking in all the creativity in games and game-related objects, and costumes. Right down to the tee-shirts and colorful math rocks.

I am not a cosplayer myself, but I adore looking at the costumes that people come up with and make. Sadly, I didn’t take pictures this year.

Had a lovely time at the Ennie awards and met a ton of awesome folks. I was most glad to be back at GenCon for that and our Saturday night somewhat informal Freelancer meetup.

Also, the Food Trucks were incredible in variety and quality this year, and I’m very glad that they seem to be working closely with GenCon.

Speaking of food, I am sad to hear that a few resturaunts that I’d come to see as mainstays were no longer there, but things are always in motion.

I didn’t get to play all the games I’d gotten tickets for, but I did get to play an awesome game of Never Going Home where my character did die by hand grenade. However, it ended up not being a career-ending injury. I also played Sky Team, and we managed to not plow into a bunch of planes on our approach 🙂

As usual, a great trip and a sorely needed activity to get things back to normal.

So, I was gone for a bit

Hey folks,

Last year (2022) was *quite* the year. I had what one might call a “major medical event”. It was bad. It sucked. It basically took me out of the game (so to speak) for a bit. That bit being most of 2022. I am back doing my editing/proofreading now, and life is blissfully normal-ish. I was back at the day-job last year, and things are going swimmingly there. I won’t lie, it threw me for a helluva loop. However, I have awesome family and friends, to start, and with their help, I’m as normal as I’m ever going to be.

Let’s get back to business!!!

Feels about the end of an era

I am one-third of the “All Games Considered” podcast, which has now ended a thirteen-year run. I’m not an original host, but I began occasionally contributing in 2005 after my very first Gen Con. I had gone on a day-trip to Gen Con specifically to go to a panel about Satyros Phil Brucato’s game, Deliria because it was (and is) a gorgeous explosion of urban fantasy and I wanted to know more. I even got to play in a session, and I was asked to talk about it on AGC.

AGC is the brainchild and labor of love of Mark Kinney. Mark and I have known each other for over 20 years, and though we lost touch for some time, we eventually reconnected and he asked if I’d like to contribute to the show.

I was (and am) still scared of public speaking, but there was something about a podcast that gave me some space. Also, audio-editing is a truly awesome thing :). Those who listened think I rambled in the finished product… 😉

A few contributions became an invitation to co-host, and I gladly accepted. Though life kept me from being there all the time, and I had to take some personal hiatuses, I loved being a part of the ever-expanding conversation about the also-expanding gaming industry and the community.

I met so many wonderful people. Creators who were as passionate about gaming and other gamers who built strong communities around the hobby. Myself, I had turned to gaming because I had found a place to tell stories that had helped me get through some incredibly dark times. I can’t find another way to say it, except that telling stories together creates some strong bonds that can carry beyond the table.

There were other co-hosts, several named Chris, and finally, we spent several years with Mark, Marsha, and I as the core hosts. Marsha (aka Mags) eventually stepped back as other life obligations and priorities arose.

Oh, and for those (few) who thought Chris Heim and I were really arguing, nah, Chris is awesome and we just kind of latched on to that bickering banter because it kind of worked for us :).

I fell in love with the industry. The entire creation process and the passion of the people behind it completely drew me in. I met amazing people, some of whom eventually gave me an opportunity to use my editing skills on games I played and loved, who let me be a part of the process on the other side, as well as at the table.

There are so many podcasts now. Mark has started up a new one with equally talented Brian (from Play on Target) called Armor Goes Clank! and I highly recommend it.

My path has diverged a bit, and I am thankful for every day I get to help put more games out in the world, but I will always be proud of the work we did on AGC. I’m bowled over by all the voices that keep emerging to cover new games, to focus on them and provide a bridge between the creators and the fans, and to enrich the community. Podcasts are another way for folks all around the globe to meet over the shared love of gaming.

G’night folks.

 

Problem Players (from 2007)

I originally wrote this piece over 10 years ago for a segment of “All Games Considered” and I think most of it still stands. I would likely write it a bit differently today, but this was an important lesson I learned while still relatively new to GM’ing. I may write a new piece soon, but for now, this is what I had learned about 5-6 years into being a GM. There are some definitely dated opinions here – and a personal reference to an event “4 years ago” which actually happened in 2002-2003, but I think, for the most part, it is useful.

(Note: Some grammar has been cleaned up).

Problem Players – or Whose Story is it Anyway?

I struggled with this piece a lot – I’ve gone back and rewritten it, I’ve gone to my co-GM, and to one of my players and asked them for their advice and opinions. I’m not satisfied that this is a perfect piece, but I believe that this is a topic that I’ll return to again, hopefully with your feedback and constructive criticism. That being said – I hope this is of some help… I’ve said it before, and I’ll say it again: Gaming is a social event. Friends (or at least people who can tolerate each other for one-day-a-month) get together and cooperatively tell a story in a fantastic shared-world setting, creating a rich and complex world with 3-dimensional characters, poetic conflict, drama, epic battles…whining, grandstanding, spotlight-stealing, rules-lawyering, nitpicking, bringing out of game drama and slapping it all over your in-game world like a week old carp.

Let’s remember – gamers spend a good amount of our creative power figuring out how to best other people. We tend to be competitive, creative, smart, and wickedly passive aggressive at times. And, we make a hobby out of *pretending to be other people*. I’m not saying that this behavior automatically makes a problem player – but it can get out of hand, and it’s very important for a GM to assess the situation and see if there is a problem that can be fixed, or if the situation is unsalvageable, discussing the player’s exit before the game implodes. Problem players don’t go into it expecting to be a problem, at least I’d like to think that most of them don’t. Some people are just assholes. I have gathered anecdotes and stories and will talk about what I’ve learned, and what I think might work, because obviously, for those incidents that were under me as a GM, I didn’t *stop* the issue, until it actually became a problem.

The first thing you have to do is to assess the situation before you label this person a problem player. When does it become an actual problem, and is this just general friction and the competitiveness that comes out in a game, and the ideas that players think are good ideas, but do not quite fit into the mood of the story? Ask yourself is this situation a problem? Or is it the player? Or, is it you? Ask your other players, or a co-GM if you’re lucky enough to have one. Talk to said problem player if you can and if you think the situation merits it, to find out if this is just a one-time thing, or if you are starting to notice a pattern. Take the time to talk to the player if you think it is becoming a problem, but do it with an open mind. As I said – the player may not realize there’s a problem.

Problem Player #1: The D20 Diva: Every NPC wants her or is out to get her. She has an opinion about everything and she’s *always* witty about it. Every plotline simply MUST have a tie to her. Sharing the spotlight isn’t in her nature. Some players have trouble allowing for the normal ebb and flow of a storyline to encompass the entire group. It’s nice to have the spotlight – it’s nice to know that the GM went to the trouble to look at your background and work it into the larger tapestry of the world. And it can be hard to let that go. I’ve been the one in the spotlight – it was challenging and fun, now, every player got some kind of spotlight story – every character’s background had some kind of tie to the overarching plot, and that did help enrich the story as well as our experience.

I’ve also been the one whose ideas for ties to NPCs and the plots were set aside or glossed over because the attention was on another player. The GM tries to get to you, but ends up saying things like “read such and such in the book” or “yeah – that sounds good – let’s say it happened”. Not a lot of fun. I’ve also been the GM in a situation where a player has actually taken a nap on the floor because she was not getting the attention that she wanted. That same person also liked to go out on her own; not a problem in and of itself, but can become problematic when they want to do it all the time and you’re only one GM. The final insult – and the reason I made her leave my game (I was a very green GM back then) was when she told me she had forgotten about the game – and had actually opted to go out with some friends to dinner, admitting to them that she knew very well when the game was – didn’t feel like going – and decided that it was ok to lie to me. There were also personality issues between her and the other players. Remember at the beginning of this segment when I said that the players had to at least be able to tolerate each other? Yeah – that wasn’t happening anymore. To save my game – I had to ask her to leave.

Problem Player #2: “But it’s what my character would DO!” Roleplaying is great, it’s creative, you get to be someone else, an ideal of yourself – or maybe someone completely different. And you throw yourself into that character for once or twice or more a month, and then you step out. At least that’s what you do in a healthy roleplaying situation. Some players get so very deep into their characters, that the group’s well-being and fun – and perhaps even their own – take a backseat to the ‘truth’ of the character they’re playing.

Some examples that I have seen: A player knows that the group wants to discuss something, they arrange to meet in the war room and they’re going to set out just how they need to deal with the big bad. Said player has had his character be in an emotionally fragile place because an NPC he cared about was killed. He decides to agree to the meeting – and then doesn’t show up – (character, not player) – doesn’t tell anyone his character is going anywhere, and essentially causing a lot of “what do we do now?” and consternation. His reason? It’s what his character would do. I’m not a huge fan of metagaming, but there are times when you have to consider why your character would do something else than your first gut reaction. When the game stops being fun, there is a problem. It may not mean you have a problem player, but if the behavior persists – it becomes a problem.

Another situation: Same player – different game: The character in question is a naive young druid, sheltered from the big bad world for a while with one horribly tragic event in her life – yes – he was also genderbending – not an issue except that I don’t think he grasped the female psyche very well. This druid has found out that one of the people that have hurt his character is in town – in a large town that they are attempting to seek haven in. He chases this NPC down and FLAMESTRIKES him in the MIDDLE OF TOWN. Needless to say – not very fun things ensued. I know some characters are lone-wolves, self-absorbed, and can do just plain stupid things. Even when the player knows it’s stupid, they do it because it is in-character. And conflict is good in a game. But if a player is consistently doing things like that and other players are getting upset, and the GM is tearing her hair out because she’s trying to introduce conflict without having the group implode, then the fun goes away and the drama starts. And not the good kind of drama.

And, the other players may decide to ALSO act in character and eject the character from the party. Then the GM is faced with the problem of how to run a split party with possibly no chance of reconciliation. At that point, you may have to ask someone to leave, and as someone who has had to do that more than once, I can say with all certainty – it is NOT fun.

Problem Player #3: The Book Says… I like courtroom dramas, sometimes. I watch CSI, and Law and Order, and Boston Legal is just an absolute joy for the sarcastic cynic in all of us. But if you’ve ever been in a courtroom – you know that it isn’t nearly as gripping, or witty, and there’s no William Shatner to say something right-wing kooky – but in an endearing manner. Watching rules lawyers pick and prod the GM into frustrated submission is not fun. Every gamebook I’ve ever read states that the rules are just guidelines. However, if you need to change the rules, weigh that carefully. Capricious house-ruling jars your game just as much as Professor D&D can drag it into a quagmire. The players buy the books expecting you to at least follow some of them. I have learned through MUCH trial and error that while you may have an inspiration for a house rule – your players deserve some warning. I’ve even gone to my players those better versed in the White Wolf combat system than I am – for house rule suggestions for my Changeling game.

I trust my players to understand that the rules are there to assure we have fun, and to help me make sure that things are as fair as possible mechanically. If you have a dark gritty world or even just a good story where there’s conflict from something horribly unjust and unfair happening to the characters, or to NPCs that the characters love, that’s one thing. That’s the STORY. But if the mechanics are perceived as unfair – then the game stops, feelings are hurt, and players feel slighted. Unfair things can happen to the characters – that’s just part of roleplay, but unfair things shouldn’t happen to the players. If you have a rules lawyer – let them know that you’d be happy to discuss the rules with them, but you’re going to call it like you call it – and the game will move on. Unless you believe you ABSOLUTELY need to resolve it right then, always wait until after the game, or a break, to discuss a rules issue.

This last section isn’t so much of a problem player as a situation when it’s too difficult to deal with real-life issues. When real life can’t be left at the door, it is the job of the GM and players to work things out. Or, it’s time to make a hard decision. About 4 years ago my husband and I became quite estranged. We were separated, but trying to work things out. In an attempt to keep things as normal as possible – we stayed in our games. The only game I asked him to leave was the one I was running. The tension between the two of us never went away, and though we tried to get beyond it – both of us acted out of character in certain ways. Me, to avoid being around him, and him – in a way that kept his character’s mood very dark. When I decided that I wanted a divorce, our GMs kept both of us in our games. In retrospect, I probably should have either dropped the games, or the GMs should have asked one of us to bow out. There was always a level of tension between us, and it bled over into the games, not that they weren’t still enjoyable overall, but it was awkward. One of the games ended before the divorce was final, and the other one – he stopped going after the divorce. Sometimes it isn’t possible to get past real life, and that is when the GMs have to be responsible and think about the integrity of the story, and the fun that they and the players are having.

The story is a cooperative thing, and even those problem players devote time and energy to its creation and growth. Therefore, every player deserves consideration. If a player is having a hard time in real life, he or she may need a break from the game, or just an ear or a shoulder. No one should be dismissed without consideration and communication. If you don’t talk to the player about a perceived problem, then YOU as a GM become part of that problem. I’m not saying you have to be Dr. Phil, but while the game and its story need to be respected, the players, the people, deserve the most respect. If it does come to having to ask someone to leave, don’t be mean about it. Highlight the contributions that the player has made. Let them know the reasons behind your decision. Nothing in a roleplaying game is worth damaging a friendship. You can’t expect the players to just follow the story – they’re going to bring their own spin and ideas, and sometimes they’re going to hit you out of left field and you’re not going to appreciate it all the time. If you wanted a story that was completely and utterly under your control – WRITE ONE. But don’t label something a problem just because you don’t agree with it. It’s hard to accept that something that you didn’t think of necessarily is a bad direction, but it all depends on how flexible you can be in your storyline – how much control do you want to give up? It’s one of those risks that might be worth taking because you could get a better story than you ever imagined. And you and your players could have so much fun, it could be one of those games that everyone looks back upon fondly and says “Yeah, that was a great time.” And that’s the kind of game you want to go for, no matter how long or short it is, that’s the kind of game you want.

 

Gen Con 2018 – (a brief) post-con report

I still have Gen Con Brain – so this is shorter than I initially planned. I may write up longer posts about some of the different events later.

I went to Gen Con to run games for Third Eye Games, see folks I mostly only see online, and network. Wednesday, though the traffic into Indianapolis was, ah, less than cooperative, I did make it to the “We need Diverse Books… and Games” panel. Unfortunately, I didn’t run as many games as I wanted to. There were issues with the early-morning games on Thursday and Friday, but the games of Ninja Crusade I did run were high-energy and so amazing! This year, we developed three-part adventures for AMP Year One, Part-Time Gods, and Ninja Crusade. We had positive feedback from folks who liked the longer-form story format, even though it was a convention.

Friday was the ENnies, and Third Eye won a Judges’ Spotlight Award for the Pip System. Eloy and Pip’s lead developer, Crystal Mazur, went up on stage to accept. This was the second year Third Eye won the award.

I recorded their speech, and it was beautiful.

Saturday was more Ninja Crusade and the Welcome to New Agenda Publishing panel with Eloy and Jerry D. Grayson. We then rushed over from Lucas Oil to the JW Marriott to run Orun. We didn’t have all the players we thought we would, but it meant I got to play in the adventure that Eloy ran, and that was a lot of fun. We used the characters in the Quickstart (available on DTRPG).

Sunday was the Women’s Game Network Morning Mixer, it was a lovely morning with some amazing women. The afternoon was walking the halls and seeing some cool cosplay. Oh, and I was asked to sign a book – that was awesome!

The con ended with some Sentinels of the Multiverse and some excellent BBQ before heading home.

Gen Con 2018 – the pre-show

Since it’s in a little less than a week, I should probably get out my Gen Con schedule 🙂
Wednesday at 2, I’ll be filling in for Eloy as I join Jerry at the “We need Diverse Books… and Games” panel at the JW Marriot, room 207 (Eloy will be at the Con, we just haven’t figured out how to clone him yet).

That night I’ll be at the IGDN at Loughmiller’s and then the DJAs.

Thursday at 10 AM, I’ll have everything crossed hoping a few folks will have either signed up for my AM Ninja Crusade game or enough have generics and wanna play 😛

If that doesn’t work, I’ll try that one again at 6 PM. (Both sessions are in ICC: 120).

Friday, I’ve signed up to run yet another 10 AM game – same hopes and dreams as Thursday – as well as the same room (but a different adventure!)

That night there will be sushi! And the ENnies.

I have some AM meetings Saturday, another Ninja adventure at 2 PM (same batcave, different adventure!)

Starting at 7 that evening I belong to NAP, going to the Welcome panel in Lucas Oil, and then I’m running an Orun adventure at 8 at JW : 106.

Sunday at 9 AM, I’ll be at the Women’s Gaming Network Morning Mixer, then who knows what shenanigans will happen before I have to drive back – cause I have to do the day job Monday (grr).