Gen Con 2024 Recap – Part One

 

Wednesday (Day O)

Normally we take a very leasurely pace going from Atlanta to Indianapolis, making stops for food, gas, and then normally for stop at a couple of toy/comic style stores. It turns a calculated 8 hour drive into around a 11 or 12 hour drive, but we’re so excited for the coming weekend it is well worth it. However, for some reason the drive took nearly 16 hours. We left Atlanta at 6:30 and arrived in Indianapolis around 10 or 10:30. We may have hit a time warp somewhere in there, I’m not entirely sure.

The other thing that I should note is we weren’t as lucky in our hotel placement as last year (where we were across the street from the convention center). Not that the Sheraton wasn’t nice or anything, but after a day of walking around and playing games, you kind of want to be able to get to your room sooner rather than later. The Sheraton must have moved by one block ever night as it always seemed one block further away than I remembered.

Thursday (Day 1)

Wizards of the Coast are in the process of preparing for the big release of One D&D (D&D 2024) in about a month’s time. While I think it might be nice to have the release at the 50th year of D&D celebration at Gen Con, the logistics didn’t work out. Instead they had 3000 copies (750 each day of the con), but instead of doing the same as the Lorcana release last year which created all sorts of problems, those interested had to be online at 7:00 AM and try to obtain a ticket there.

Lee, Egg, and I all discussed this. We’d love to have a shot at the Players Guide, but we also know that waking up that early is THE SUCK. I basically said that if I happen to wake up to pee and it is 6:50, then I’ll give it a try.

I woke up at 6:45… and hit the submit button as the clock turned to 7:00. The I watched the working circle on the phone spin and spin. Egg was wait listed at 900, Lee was higher I think… but mine said 275. Then it said 200. 150.

Was it actually going to happen?

Of course not. That’s not how my luck works. The odds were stacked against us anyway.

The rest of the con I woke up at 7:02 and 7:30, and 9:00… so I only tried the once.

1879

If it is somewhat Steampunk, you have my interest. Somewhere along the way of signing up for events months ago, I mentioned this one to Egg and he secured us a 4 hour block. It turns out the GM actually writes for the game (I did not write his name down, otherwise I would give him a shout out) which was really awesome for us since we had never played it. Many times the games may have a GM who knows the system only a little bit. That was not the case here.

1879 is a game where you have 3 factions struggling against each other on a distant planet in another solar system. Thousands of years ago a portal opened on Earth and the Babylonians went through and set up their own society while encountering and defeating the local lizard man population. Then the portal closed until the 1800s when it opened in Victorian Era Britain. Britain then did what they did during those times, which is colonize this new location.

The game can kind of take on a couple of different options depending on which civilization you want the characters to be from. The GM told us the previous year the players had played Lizard-folk. This time we were the Babyloanians dealing with the British.

The game was fun, though the system kind of felt like it was doing a little bit of everything. It had D&D style attributes, but then there were different dice used in your attack rolls (say d8+d6). It was fine but likely not a system we’d want to play regularly in our home game.

Cyberpunk Edgerunner

If Steampunk is my thing, Egg has a similar affinity for the Cyberpunk genre. The GM summed up the game in a very succenct way: You just have to give the characters enough money to pay 1 month’s rent and you will always have something for them to do. In the rebellion against the establishment, it is truly the rent which holds the biggest sway over our lives. The adventure itself was well done.  Some big corporate project manager decided our tenant building would be cheaper to buy and put up a new cell tower.

This would not stand!

Highlights of the session was Egg’s rocker getting a Nat. 20 when winging an empty bear bottle at the suit’s car and landing perfecting through the sunroof. Our group deciding to take the battle to the Project Manager’s house by posing as garbage men. Us finding him in a compromising position early in the morning. Me raiding his fridge for all sorts of expensive food and alcohol. And finally extracting the appropriate amount of revenge before slinking back to our side of town.

The only bad thing was we probably stole too much money from the PM, as I had enough to pay my rent for at least 2 months!

 

Friday (Day 2)

Shadowdark

We don’t play a ton of OSR style games in the home group. Our default ends up being 5e for the most part with the occassional White Wolf style games coming in second. But we were all interested in seeing the game that would end up sweeping up at the Ennies later that evening.

Given its lineage, it was easy enough to slip into as being D&D players we have a common language. We were playing pre-generated characters which helped us jump right into the game itself. Tasked with destroying an enemy fortress’s heavy balista, we encountered a world that had to make immedaite adjustments to the lack of darkvision for dwarves and elves with firefly style beetles trapped in overhead lights. A clever solution to a problem which doesn’t really exist in regular D7D settings.

In addition, setting up the turn order at the start of the game and just rotating through that kept the combat and non-combat moves flowing easily. At no point did you feel like you didn’t have some level of impact on the game. However, there was one tense moment where the Real-Time aspect of Shadowdark nearly snuck up on us. We had to set explosives to blow up the weapons and those would go off in 10 minutes. Literally 10 minutes of real time would have them explode. Which meant that we needed to get through another full turn to ensure Lee’s character was actually able to make it out. We were so engrossed in playing, there were about 3 minutes on the timer when I realized it and noted we might not want to monologue anymore and get to Lee’s turn!

Egg ended up buying a copy of the game, so I’m interested in seeing how the book presents the game and how any of those things might be used in any of our games (D&D or not).

Transformers

Transformers is my childhood toy. While the Star Wars movies captured my imagination, I had far more Transformer toys than I ever had for Star Wars. Issue 4 of the Marvel series was the first comic book I remember buying, even before I even really knew comic books were a thing that existed. I experienced the pain that every young chiuld hopes to avoid when their grandparents, who don’t even understand these cars who change into robots thing might be, buys you an assortment of Go-Bots for Christmas… scarring you well into your 40s.

As to the game, this was a two hour introduction session. Which most of the time I think those aren’t going to really allow you enough time to do more than an encounter or two. It doesn let you get a glimpse at the system, which is kind of the whole point in a lot of these cases. We did get to see some of the system which also uses addition dice (including a D2 – so flip a coin). One of the things I’m not sure I like is if you don’t have a proficiency in a skill, then you are rolling at disadvantage immediately. It is a bit of a “feel bad” for me. Heck, I already don’t have any skills in a particular thing and now I get an additional penalty as well.

While the system didn’t wow me, we did have a moment that was a bit odd. As we went around saying our names, one of the players said “TireIron”. I’m jotting down the character names and didn’t think anything of it since I could very well see a Transformer having that name. However, his buddy sitting beside him was like “that’s not your name… your name is on the first line of the character sheet”. It struck me as odd at the time, but the more and more I think about it, I’ve been struggling to make sense of it. Since we were in Kindergarden, we’ve been taught to put our name at the top of the page. It’s my default at this point. So… if TireIron wasn’t written at the tip-top of the page, why would you grab a word from some other random area of the character sheet?

Who knows?

***

Check back in for part 2 next week where there will be Cats, Giants, Frogs, Deadpools, and very, very Old Gods.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Steampunk Fridays – Kickstart the Game- 1879 London Adventure and Sourcebook

Check out John McGuire’s The Gilded Age steampunk graphic novel on Kickstarter!

As a roleplayer, I’m always on the look out for games that I might get to play. Sometimes it’s because of the rule systems, sometimes it is because of the setting, and sometimes it’s just something that catches your eye. You know those games. The ones where you end up reading the sourcebooks cover to cover. You let your mind take it all in long before you ever break out a character sheet.

***

1879 London Adventure and Sourcebook

From FASA Corporation

Kickstarter campaign ends on Monday, August 21, 2017, at 9:00 AM EDT.

***

The Pitch:

1879 is FASA’s steamweird roleplaying game, that takes the place of Shadowrun in our cosmology. Due to a weird science experiment that opens a stable wormhole, Earth’s magic cycle gets jumpstarted in the late Victorian era, leading to a Gilded Age with elves, dwarves, snarks, and trolls. As the world adjusts to its new races, technological progress races forward, as the Age of Steam begins to give way to the Age of Electricity. Clockwork computers exchange data over telegraph wires, steam-powered airships chug through the sky, and industrial applications of magic churn out new wonders daily.

In the new world, the British army faces off against the Samsut, descendants of the Babylonians and Akkadians with their own Weird Science that allows them to raise the dead and use zombies as shock troops and skeletons as fire and forget munitions. The Saurids, the true native race of the Grosvenor World, aren’t happy about either Terrestrial civilization, and may yet manage to unite their fragmented tribes and create a second front.

Play it as steampunk corporate espionage if you like, or court intrigue, or lost world pulp adventure – yes, there are dinosaurs!

Adventure awaits!”

The Game:

This particular Kickstarter is actually for Book 1 in The Akkadian Trilogy (Big Trouble in Little Soho) and/or the London Gazetteer (London, or The Haunted City). In addition, at a couple of the higher Reward levels, you can get both of those as well as the Players Guide, the GM’s Guide, and the GM Screen ($138 and up).

Big Trouble in Little Soho looks to be the big jumping off point for a potential adventure path. The basic set up is that there is a drug that grants “explosive strength”… and it ends up “in  the wrong hands.”

“The book runs 96 pages, digest size, perfect bound, with a full-color cover and black and white interior art. Layout is complete; backers will receive immediate access to the galley proof.”

London, or The Haunted City is the breakdown of the city of London within the game. From the breakdown, it details the every piece of the city, with potential adventure hooks when the PCs decide they want to just wander around (as PCs always seem to do). Then there is a breakdown on the technology, the politics, and even the various criminals and activities they might… entice your players with.

In addition, you also get “a complete adventure, Baby Boojum, in which a kidnapping goes hysterically wrong.”

“The book runs 256 pages, digest size, perfect bound unless we meet our first Stretch Goal, with a full-color cover and black and white interior art. Layout is complete; backers will receive immediate access to the galley proof.”

Passenger Giffard by Yad Mui, vehicles artist

Final Verdict:

Since Steampunk kind of occupies this odd space where everything is potentially available to you within a band of a few decades (late 1800s…-ish), sometimes that isn’t enough to entice potential players. They are looking for something a little more than just (forgive me)… gears and corsets. They need a unique Divergent Point. They need to know why your world is more appealing than the next.

From the FASA Games website:

“The Silver Exhibition, London, 1876. Twenty-five years after the Crystal Palace Exhibition, another is held to showcase the technological wonders of Britain. An ambitious inventor shows off his device to view great distances, but something goes wrong and the machine explodes and vanishes. In its place is left a circular field of … something.

One year to the day of the incident, the field opens. The portal reveals a vast new world of great resources, wonders, and terrors. By 1879 the Empire has a foothold in this new world. A massive fortification named Fort Alice is established at the end of the passage, which has been dubbed the Rabbit Hole.”

So it is with great curiosity that in the 1879 setting we’re dealing with a pair of worlds… seemingly leaking into each other. Our world is on its way to steam power and technology booms while the world on the other side of the wormhole is one where more fantastic creatures and magic are accepted as the norm. A place where our world is the invaders but also potentially the saviors.

I love the idea that an adventure could start on our world and end up on the other side of the portal (or vice versa). That maybe things which work a certain way here might be upside down over there.

And the character roleplaying potential is there, cooked in the bones of this world(s). Do you want to play the fish out of water? Not a problem since probably half the time you’re not going to be on your home world. Want to learn magic? Want to see the wonders of this new technology? All of it is available to you.

Just pass through the Rabbit Hole.

***

For more information about 1879 and other FASA Games, check out their website here.

***

John McGuire

John McGuire is the author of the supernatural thriller The Dark That Follows, the steampunk comic The Gilded Age, and the novellas Theft & Therapy and There’s Something About Mac through the Amazon Kindle Worlds program.

His second novel, Hollow Empire, is now complete. The first episode is now FREE!

He also has a short story in the Beyond the Gate anthology, which is free on most platforms!

And has two shorts in the Machina Obscurum – A Collection of Small Shadows anthology! Check it out!

He can also be found at www.johnrmcguire.com.