For the first time since 2013, August didn't find us jetting off to the States for a games convention.
It must be said, it was a bit of an odd sensation not to be shuffling through Heathrow airport at some ungodly hour, dealing with its ever-surly security staff. (Seriously, every single one of them has had a sense of humour transplant and has apparently never spent a sleepless night on a transatlantic flight based on their total and utter lack of empathy with/sympathy for the poor shambling wrecks trying to work out where it is they're supposed to be going now they've changed all the security procedures. Again.) Mind you, we do at least now know where the half decent seats are for the three to four hour lay-overs we invariably end up having to make.
No, this August we largely spent at home. So while most of the people I work with or know in the gaming industry were getting trampled to death or melting with heat exhaustion in Indianapolis, we enjoyed our beautiful former kingdom, helped by a couple of friends and their families coming up for their holidays.
Northumberland is beautiful, and has the best castles (Bamburgh, Dustanburgh, Warkworth, etc., many of which have featured in a variety of films and television series). It also has wonderful beaches, amazing moorlands, fantastic museums (many of which have been involved in the Great Exhibition of the North this summer, even if the definition of what constitutes "North" has been somewhat elastic. Cheshire? North? Really?) and a ton of other cool historical stuff for us to explore. Which makes it a very inspiring place to live; aspects of which often creep into my work, be it legends, locations, or people. (One of these days I'll get round to writing a Northumbria sourcebook for something - in fact, I was doing research for that when I was hired by Modiphius to head up Achtung! Cthulhu.)
And just because I wasn't at a games convention doesn't mean I wasn't slaving away at the day job (none of that while the cat's away nonsense, thank you very much!). More development and mentoring on an upcoming project for Call of Cthulhu; finishing off proofing the Call of Cthulhu Starter Set (it comes in a box and everything. Plus: dice!); more writing, playtesting, and correcting the Children of Fear campaign; and I also started editing another Call of Cthulhu supplement that's making me determined to plan a return trip to the location it's set in after the fabulous week I spent there last year. (And that's as much of a hint as you're getting for now, I'm afraid!)
There's been quite a bit of peripheral stuff, too: getting costume ready for a World War II WAAF LRP I'm going to in September, sending stuff off to conventions regarding panels and games I'm offering, and confirming attendance at other events. The end of the year is going to be its usual blur, convention-wise, that's for sure, and I'm already making arrangements for OrcaCon and Necronomicon next year, too.
One of the other events I was privileged to take part in over the Bank Holiday weekend was a 24-hour charity fundraiser for Leukaemia Care, organised and hosted by the folks over at the Necronomicon Discord community. I lost a friend to leukaemia when I was a teenager, and one of my jobs back when I was a biomedical research scientist was developing a screening panel to identify chromosomal breakpoints in leukaemias in order to make sure patients received the most effective treatment for their illness, so this one was close to my heart.
Once again, the generous nature and community spirit that I've found among Call of Cthulhu players and professionals came to the fore, and there were numerous panels and three live-streamed games over the course of the 24 hours. (I was on two: one introducing Lovecraft and discussing how a host of writers came to be involved with the game, the other on scenario design, both of which were great fun.) Those who couldn't directly take part donated prizes to help with the fundraising and, at last count, the team had raised £480.
Thank you to everyone who took part, and to everyone who donated. Gaming has its fair share of dark moments, but every now and again, it shows what I'd like to believe are its true colours with events like this. May there be many more.
And on that uplifting note, it's time to get back to the real world and those scenarios. After all, they're not going to write/edit themselves!
Showing posts with label Gen Con. Show all posts
Showing posts with label Gen Con. Show all posts
Wednesday, 5 September 2018
Monday, 2 July 2018
Flaming June
In terms of temperature here in our little corner of England, June was definitely quite a warm one.
It was also quite a busy one again, what with Women in Tabletop in Tabletop Gaming Month getting into full swing. Chaosium's contribution was a series of 24 brief interviews with some of the women who have worked with the company over the years in a variety of roles, be that writing, editing, artwork, layout or publishing as a licensee. Links to each interview can be found here.
This was an important project for me as, although women have been in gaming since the beginning, we are constantly having to fight to be included at the table and, it seems, these days more than ever. Gaming needs diverse voices if it is to thrive, and my hope is to try and encourage women and other under represented groups not to self select against getting involved by seeing that you don't have to have qualification X and have been gaming since Y to contribute on a professional level. I also wanted to highlight that there's more to game production that writing and artwork, so if your forte lies elsewhere, there's still no reason you can't get in there.
Of course, such a project comes with the inevitable downside in these days of social media: trolls. I was dreading the potential backlash we were going to get for daring to raise our heads above the parapet, but, apart from one misogynist at the very beginning and one at the end, we seem to have avoided that sort of nonsense. Unless I didn't see them, which is always a possibility. I had to seriously consider whether we should even take part, primarily from the viewpoint of the safety of the other women involved because, as the curator of the project, I have a duty of care towards them. If that doesn't underline the need for Women in Tabletop Gaming Month and other programmes to raise the visibility of minority groups within gaming, I don't know what does. I sincerely hope the day comes when we don't need to go out of our way to say "Hey, look we're here and we deserve to be treated with equality and respect. You know, like we're actual 'normal' people." But, sadly, today is not, apparently, that day.
On a more positive note, though, I learned so much by reading the interviews that came in and was inspired by each of the stories the women involved were generous enough to share with me and you. We had industry stalwarts from back in the day through to young new voices just getting started, and the thing that shone through more than anything (to me) was their passion for their work. Passion can be inspirational, and sharing your love of your industry/hobby will hopefully encourage new blood into it, or old blood that may have drifted away to give it another shot.
Other than Women in Tabletop Gaming Month, it was also Free RPG Day, so I was down at my FLGS running Scritch Scratch, mine and Chaosium's contribution to the gaming swag this year. (If you missed it, it's now available here as a free pdf with links to POD). I'd already run it for them twice over the years, so it was nice to have a trio of folks who hadn't had the delights of playing it before come to keep me company. As it has been round the block with me a few times over the last two years, I keep threatening to stop running it but, like Sean Connery and James Bond, I've come to the conclusion that I should never say never again!
As Scritch Scratch is very much a character piece until the horror kicks in, it's always a fun one for me to run as I can sit back and watch the players bicker and scheme as that group of pregenerated investigators. It's also fascinating to see how people interpret the characters you've written, and what they pick out of the backgrounds to build their portrayal around. It seems to have gone down well on the whole, and it was a great honour to be asked to turn my go-to convention scenario into something more.
What else?
Back to the last two chapters of Children of Fear, that's what! In June, I managed to complete the first draft of Chapter Eight and began the final bits of research for Chapter Nine. So far, there are ten chapters, the last of which contains various appendices, so that one's already largely written. The first six scenarios have all been tested by various groups (the first chapter is the introduction, of course), and the first three scenarios have been fully tweaked and corrected. (I'll correct the rest once the final round of playtesting is complete.)
It's been a long time coming and it's almost three years since I first discussed the campaign with Chaosium at Gen Con. Obviously, little projects like the newly released Masks of Nyarlathotep got in the way a bit, but it's full steam ahead to get this one finished before the summer is through. (It's also almost two years since we started on the somewhat epic task of bringing Masks up to date with the Call of Cthulhu 7th Edition rules system. Time does, indeed, fly.)
The thing is, big projects take a lot of time to complete, starting with the research, then on through the writing, editing, commissioning artwork, layout, proofing and printing stages. Other, smaller projects and real life have a habit of mugging you on the way past, meaning what was already going to be a long haul gets even longer. Sometimes, you wonder whether you'll ever get to the end of it. But you do, eventually, although it can be a really weird anti-climactic feeling when you finally hand it off to the next step in the chain. Until you see the finished product, of course - then it all becomes worthwhile!
It was also quite a busy one again, what with Women in Tabletop in Tabletop Gaming Month getting into full swing. Chaosium's contribution was a series of 24 brief interviews with some of the women who have worked with the company over the years in a variety of roles, be that writing, editing, artwork, layout or publishing as a licensee. Links to each interview can be found here.
This was an important project for me as, although women have been in gaming since the beginning, we are constantly having to fight to be included at the table and, it seems, these days more than ever. Gaming needs diverse voices if it is to thrive, and my hope is to try and encourage women and other under represented groups not to self select against getting involved by seeing that you don't have to have qualification X and have been gaming since Y to contribute on a professional level. I also wanted to highlight that there's more to game production that writing and artwork, so if your forte lies elsewhere, there's still no reason you can't get in there.
Of course, such a project comes with the inevitable downside in these days of social media: trolls. I was dreading the potential backlash we were going to get for daring to raise our heads above the parapet, but, apart from one misogynist at the very beginning and one at the end, we seem to have avoided that sort of nonsense. Unless I didn't see them, which is always a possibility. I had to seriously consider whether we should even take part, primarily from the viewpoint of the safety of the other women involved because, as the curator of the project, I have a duty of care towards them. If that doesn't underline the need for Women in Tabletop Gaming Month and other programmes to raise the visibility of minority groups within gaming, I don't know what does. I sincerely hope the day comes when we don't need to go out of our way to say "Hey, look we're here and we deserve to be treated with equality and respect. You know, like we're actual 'normal' people." But, sadly, today is not, apparently, that day.
On a more positive note, though, I learned so much by reading the interviews that came in and was inspired by each of the stories the women involved were generous enough to share with me and you. We had industry stalwarts from back in the day through to young new voices just getting started, and the thing that shone through more than anything (to me) was their passion for their work. Passion can be inspirational, and sharing your love of your industry/hobby will hopefully encourage new blood into it, or old blood that may have drifted away to give it another shot.
Other than Women in Tabletop Gaming Month, it was also Free RPG Day, so I was down at my FLGS running Scritch Scratch, mine and Chaosium's contribution to the gaming swag this year. (If you missed it, it's now available here as a free pdf with links to POD). I'd already run it for them twice over the years, so it was nice to have a trio of folks who hadn't had the delights of playing it before come to keep me company. As it has been round the block with me a few times over the last two years, I keep threatening to stop running it but, like Sean Connery and James Bond, I've come to the conclusion that I should never say never again!
As Scritch Scratch is very much a character piece until the horror kicks in, it's always a fun one for me to run as I can sit back and watch the players bicker and scheme as that group of pregenerated investigators. It's also fascinating to see how people interpret the characters you've written, and what they pick out of the backgrounds to build their portrayal around. It seems to have gone down well on the whole, and it was a great honour to be asked to turn my go-to convention scenario into something more.
What else?
Back to the last two chapters of Children of Fear, that's what! In June, I managed to complete the first draft of Chapter Eight and began the final bits of research for Chapter Nine. So far, there are ten chapters, the last of which contains various appendices, so that one's already largely written. The first six scenarios have all been tested by various groups (the first chapter is the introduction, of course), and the first three scenarios have been fully tweaked and corrected. (I'll correct the rest once the final round of playtesting is complete.)
It's been a long time coming and it's almost three years since I first discussed the campaign with Chaosium at Gen Con. Obviously, little projects like the newly released Masks of Nyarlathotep got in the way a bit, but it's full steam ahead to get this one finished before the summer is through. (It's also almost two years since we started on the somewhat epic task of bringing Masks up to date with the Call of Cthulhu 7th Edition rules system. Time does, indeed, fly.)
The thing is, big projects take a lot of time to complete, starting with the research, then on through the writing, editing, commissioning artwork, layout, proofing and printing stages. Other, smaller projects and real life have a habit of mugging you on the way past, meaning what was already going to be a long haul gets even longer. Sometimes, you wonder whether you'll ever get to the end of it. But you do, eventually, although it can be a really weird anti-climactic feeling when you finally hand it off to the next step in the chain. Until you see the finished product, of course - then it all becomes worthwhile!
Labels:
Call of Cthulhu,
Chaosium,
Children of Fear,
Free RPG Day,
Gen Con,
Masks,
playtesting,
writing
Friday, 23 February 2018
All a Bit Hush Hush
Well, I did say I was going to try and be good this year about writing blog posts, so let's get this month's installment committed to electronic paper.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Labels:
Chaosium,
conventions,
development,
gaming,
Gen Con,
Necronomicon,
playtesting,
rpg,
writing
Thursday, 6 August 2015
The Best Four Days in Sleep Deprivation
Or: In Which We Nearly Made It All The Way Through A Trip To Gen Con Without Losing Our Luggage.
Gen Con has finished for another year and I realise that the last time I updated this blog was two years ago (shocking behaviour - I do apologise). So, without further ado, I shall present this year's Gen Con report minus pictures as, once again, I took my camera and utterly failed to used it...
My first Gen Con was in 1994 when it was still in Milwaukee. That was an exciting and odd experience and for years I wanted to get back and bring my husband, Richard, along with me. We finally managed that in 2013 and have been back every year since, with each year being its own peculiar (and exhausting) beast.
This year, I was lucky enough to have been selected as an Industry Insider Guest of Honour and I got to be on three very enjoyable panels. The first was Women in Gaming, which I will admit I was mildly dreading as part of me wondered if we still needed such a panel in this day and age. But, sadly, after the events of the last eighteen months or so, it appears that yes, we most definitely do.
Thanks to the lovely Rachel Ventura of Legendary Games, we'd decided to focus on the positive aspects of being a woman in games, something that was very much appreciated by our audience. Having been to the ConTessa opening ceremony the day before, I'd been reminded of how women have been in gaming from the very beginning and how important their contribution to the worlds we all know and love have been. Sadly, in some quarters, that seems to have been all but forgotten.
It was fascinating to share experiences with Elisa Teague (author of Girls on Games), Nicole Lindroos (Green Ronin), Rachel, and Shoshana Kessock (Phoenix Outlaw Productions) and we really could have done with another hour (at least!) to do the topic justice. Still, there's always next year...
My final two panels weren't until Sunday. The first, hosted by the ever-so-organised Keith Baker, was about designing worlds. We were joined by Elsa S. Henry (Blind Mouse Games), Brannon Boren, and the redoubtable Ken Hite. Although slightly intimidated at first by the illustrious company in which I found myself, this was an excellent panel all round (particularly the startling revelation that, as far as we can tell, Elsa is actually Daredevil, though you didn't hear that from me).
It's always interesting to see how other people approach world building and to discuss how important tone and the type of stories you want to tell are to giving your world its unique feel, and I hope we gave the audience some useful tips and ideas to go away and play with.
My last panel was an absolute hoot. Of all the panelists, Bryan Steele (Ursa's Den) was the only one I didn't know (but, as it turns out, he's thoroughly lovely - hardly a surprise, really, as most people in the gaming industry are). Along with Andy Peregrine, Gareth Ryder-Hanrahan, and Bill Bodden, we had a highly entertaining chat about the dos and don'ts of becoming a freelancer. As Andy said at the time, let's hope we haven't done too good a job, or we've just put ourselves out of work!
In between panels I got to meet up with old friends, some for the first time in the flesh (including the wonderful John Kahane). I also got to make new friends, indulged in sushi therapy with Monica Valentinelli (man, the sea puff specialty roll at Mikado is amazing, and I speak as a sushi virgin), and had some incredibly instructive business meetings, some of which I hope to be able to talk about in the near future.
I also worked the Modiphius booth on Saturday, shilling my wares (Achtung! Cthulhu and Cogs, Cakes & Swordsticks) under the watchful eye of booth manager and long time proofreader and friend, T.R. Knight. It's always lovely to interact with our customers and to hear how they're playing and, more importantly, enjoying our games. I even got a little sketch of Cutey (our nickname for the squid symbol you'll find throughout the A!C books) by John Kovalic although, in my usual oblivious state, I had no idea it was him until after he'd gone and I'd checked the business card she was drawn on! (Unless, of course, someone else has taken to drawing cartoons on the back of Mr. Kovalic's business cards...)
And, of course, there was the ENnie Awards Ceremony. Having nearly missed the first hour because I was convinced it started at 9pm not 8, I was, thankfully, in place to see Achtung! Cthulhu: Terrors of the Secret War win silver for Best Cover. Ian Schofield did a lovely job on that one for us and I was so pleased to see his work recognised by both the judges and the voters.
By far the biggest surprise of the night, though, was Terrors walking away with the silver for Best Monster/Adversary. I honestly thought they'd put up the wrong screen to start with, especially considering the other amazing and beautiful books in that category. But no, it really was us and I was thrilled to bits for Josh O'Connor, Jesse Hawkins, Reuben Saunders, Dave Blewer, Dim Martin, Ian Schofield, Michal Cross and Chris Birch (oh yes, and me, of course, as chief cook and bottlewasher on the book) that people liked what we'd done. The choice we'd made to go cinematic was risky, but the nomination and the medal (one of which is hanging over my computer as I type) show that it was the right decision.
I love Gen Con and it's wonderful to have seen it grow and evolve over the last twenty-one years. This has to have been my favourite one so far and, fingers crossed, we'll get to do it all again next year!
Gen Con has finished for another year and I realise that the last time I updated this blog was two years ago (shocking behaviour - I do apologise). So, without further ado, I shall present this year's Gen Con report minus pictures as, once again, I took my camera and utterly failed to used it...
My first Gen Con was in 1994 when it was still in Milwaukee. That was an exciting and odd experience and for years I wanted to get back and bring my husband, Richard, along with me. We finally managed that in 2013 and have been back every year since, with each year being its own peculiar (and exhausting) beast.
This year, I was lucky enough to have been selected as an Industry Insider Guest of Honour and I got to be on three very enjoyable panels. The first was Women in Gaming, which I will admit I was mildly dreading as part of me wondered if we still needed such a panel in this day and age. But, sadly, after the events of the last eighteen months or so, it appears that yes, we most definitely do.
Thanks to the lovely Rachel Ventura of Legendary Games, we'd decided to focus on the positive aspects of being a woman in games, something that was very much appreciated by our audience. Having been to the ConTessa opening ceremony the day before, I'd been reminded of how women have been in gaming from the very beginning and how important their contribution to the worlds we all know and love have been. Sadly, in some quarters, that seems to have been all but forgotten.
It was fascinating to share experiences with Elisa Teague (author of Girls on Games), Nicole Lindroos (Green Ronin), Rachel, and Shoshana Kessock (Phoenix Outlaw Productions) and we really could have done with another hour (at least!) to do the topic justice. Still, there's always next year...
My final two panels weren't until Sunday. The first, hosted by the ever-so-organised Keith Baker, was about designing worlds. We were joined by Elsa S. Henry (Blind Mouse Games), Brannon Boren, and the redoubtable Ken Hite. Although slightly intimidated at first by the illustrious company in which I found myself, this was an excellent panel all round (particularly the startling revelation that, as far as we can tell, Elsa is actually Daredevil, though you didn't hear that from me).
It's always interesting to see how other people approach world building and to discuss how important tone and the type of stories you want to tell are to giving your world its unique feel, and I hope we gave the audience some useful tips and ideas to go away and play with.
My last panel was an absolute hoot. Of all the panelists, Bryan Steele (Ursa's Den) was the only one I didn't know (but, as it turns out, he's thoroughly lovely - hardly a surprise, really, as most people in the gaming industry are). Along with Andy Peregrine, Gareth Ryder-Hanrahan, and Bill Bodden, we had a highly entertaining chat about the dos and don'ts of becoming a freelancer. As Andy said at the time, let's hope we haven't done too good a job, or we've just put ourselves out of work!
In between panels I got to meet up with old friends, some for the first time in the flesh (including the wonderful John Kahane). I also got to make new friends, indulged in sushi therapy with Monica Valentinelli (man, the sea puff specialty roll at Mikado is amazing, and I speak as a sushi virgin), and had some incredibly instructive business meetings, some of which I hope to be able to talk about in the near future.
I also worked the Modiphius booth on Saturday, shilling my wares (Achtung! Cthulhu and Cogs, Cakes & Swordsticks) under the watchful eye of booth manager and long time proofreader and friend, T.R. Knight. It's always lovely to interact with our customers and to hear how they're playing and, more importantly, enjoying our games. I even got a little sketch of Cutey (our nickname for the squid symbol you'll find throughout the A!C books) by John Kovalic although, in my usual oblivious state, I had no idea it was him until after he'd gone and I'd checked the business card she was drawn on! (Unless, of course, someone else has taken to drawing cartoons on the back of Mr. Kovalic's business cards...)
And, of course, there was the ENnie Awards Ceremony. Having nearly missed the first hour because I was convinced it started at 9pm not 8, I was, thankfully, in place to see Achtung! Cthulhu: Terrors of the Secret War win silver for Best Cover. Ian Schofield did a lovely job on that one for us and I was so pleased to see his work recognised by both the judges and the voters.
By far the biggest surprise of the night, though, was Terrors walking away with the silver for Best Monster/Adversary. I honestly thought they'd put up the wrong screen to start with, especially considering the other amazing and beautiful books in that category. But no, it really was us and I was thrilled to bits for Josh O'Connor, Jesse Hawkins, Reuben Saunders, Dave Blewer, Dim Martin, Ian Schofield, Michal Cross and Chris Birch (oh yes, and me, of course, as chief cook and bottlewasher on the book) that people liked what we'd done. The choice we'd made to go cinematic was risky, but the nomination and the medal (one of which is hanging over my computer as I type) show that it was the right decision.
I love Gen Con and it's wonderful to have seen it grow and evolve over the last twenty-one years. This has to have been my favourite one so far and, fingers crossed, we'll get to do it all again next year!
Thursday, 22 August 2013
Transatlantic Tea Party
We're back from Indianaoplis now (mostly awake, but not entirely), and I'm pleased to report that we had a fabulous time. Not only did the game sell well, but we also met some fantastic people.
I got to run an impromptu demo for two very lovely non-gamer steampunk ladies, who were so taken with it that they bought the game! As Cogs, Cakes and Swordsticks was partly written with these kind of ladies in mind, I was absolutely thrilled to bits.
I also got to discuss the potential for Space Mounties with two smashing Canadians, chat to the fantastic Liz Spain (whose Incredible Expeditions is currently on Kickstarter - please do go and take a peek!), and finally got to meet one of our first and most enthusiastic supporters, the wonderful Donna Prior.
Not only that, but we set ourselves a little cosplaying goal over the course of the convention. As the tagline for the game is "Tea! Cake!! Adventure!!!", we decided that we'd have to find ourselves two very special cosplayers...
Tea! Cake!! Adventure Time!!! With Jake the Dog...
And Finn the Human!
Yes, we know it's daft, but we're very proud of ourselves, and both lads were quite happy to indulge our silliness.
Labels:
Adventure Time,
conventions,
gaming,
Gen Con,
steampunk
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