Dragon Con 2024 Recap Part 1

One of the biggest questions I had this year, and honestly every year, was how would Dragon Con 2024 actually feel? Would it be overly crowded? Would we end up waiting in long lines for panels and miss out?

The only way to find out is to go, right?

Friday

In the week leading up to Dragon Con we go through the App and I star literally anything and everything I might have some interest in. Which means 4 or 5 panels might show up in my schedule for a time slot. I do this for a number of reasons.

To coordinate my panel interests with any that Courtney might have earmarked.

To not forget about anything that might get lost in the amazing number of panels Dragon Con puts on.

To have back-up panels available when you realize the line for the one you want is wrapped around the hotel.

To have a back-up panel when you are in the Hilton and the next one you scheduled is in the Westin and it is Sunday and your feet hurt.

Nathan Fillion Panel

This was the one Courtney and I both had marked as the number one panel to see. Aside from how good he is on panels, I don’t think we’d ever seen him solo one. We also knew the line was going to be long. As soon as we reached the backside of the Hyatt, we found the end of the line and crossed our fingers. About 10 minutes before the panel began, the line started moving. By the time we got into the room (about 3 rows from the back), Nathan had already begun talking (annoying).

Once we were seated, he treated us to stories about his career. How he got the speaking roll as Headpool in Deadpool/Wolverine (apparently the key is Ryan Reynolds helping you out and then thinking you did him a favor). How he has a trick knee, so any running you see in the Rookie is not always him. How he would do a Firefly: Captain Malcom show in the Picard style now 20 years later.

The hour went by far too quickly. I could listen to him talk for days.

Smallville Panel

Given the quick turn around (30 minutes after our first panel in the same room), we took a bathroom break and grabbed a snack. Luckily the line wasn’t very long, so we were able to load in and were fairly close to the front. Kristen Kreuk and Eric Johnson were on hand to talk about Smallville among other things. Starting a trend which would be a common occurrance through many of the weekend’s panels, I believe this was each of their first Dragon Cons. They talked about how cool it was to see the cosplay and seemed to be having a good time. We determined Kristen must be a vampire of some sort since she looks exactly the same as she did 20 years ago. Eric told a great story about his time on Vikings when he kept blowing a scene because his sword kept getting stuck in his scabbard.

 

Saturday

Before I get into Saturday proper, we had a bit of an adventure getting there. Egg again came over to the house to carpool, and we left around 10 AM. My thinking was that since our games don’t start until 1, that will give us time to grab lunch beforehand. While I knew the Parade was going on, I hoped we’d pick a route not to get caught in it.

What I didn’t consider was that the College Football Kickoff game between Clemson and Georgia was at noon (WHY?). This meant the interstate snarled. Once we got off on our exit, it was no better. Then to top it off, the parking deck I chose first didn’t have any empty spaces. Of course, they were letting us in, but after going through 7 or 8 levels we didn’t find anything. We finally had to park much further away than I would have liked. All in all it took us over an hour once we got off the exit before we had parked and exited the vehicle.

 

Gaming

This was our second year of doing our best to avoid the crazy Saturday crowds and instead just hang out in the Gaming building (Mart 3). There is food to be had there (Chick fil a and Jersey Mikes) and the area where we game has plenty of space so for the most part you are not ontop of each other which is sometimes a problem at Gen Con.

Deadlands (Savage Worlds)

After many, many, many attempts to play the current Deadlands system including that one time at Gen Con when we thought we’d gotten it right and instead it was for the 1st edition version of the game (which felt very complex). I’m a big fan of westerns and weird westerns, and this came at a time when I am knee deep in playing through Red Dead Redemption 2… so I was ready to be a cowboy of some type. With the five players at our table, I felt like we had some good interaction with one another, and the premade characters (from the Kickstarter box set) had some interesting flaws on them that helped inform some interesting roleplaying directions for players.

I chose the Witch to see how the magic system worked. And it didn’t disappoint. While I had some “charm” style spells, I didn’t have a ton of opportunity to use those. The Blaze ability (think Fireball) helped turn the tide (or made it so we didn’t get our asses kicked) when dealing with some Federal officers chasing after the same item we were hired to go collect.

With Savage Worlds I learned I have a red six side (likely stolen from a Risk game many years ago) who loves to “explode” on me (in Savage Worlds when you roll the maximum on a die, you get to reroll it and add the new roll to the previous one). This allow my character to do a ton of damage in one of the shots. And since in Savage Worlds you are supposed to be Big Damn Heroes, it goes a long way to helping you get that feeling.

We ended up destroying the abomination keeping the item in question, and then Lee managed (with his dying breath) to outduel the enemy Gunslinger by drawing the Joker card (which basically let him go first). It was a really cool moment we had joked about earlier in the session (as in – it’s likely not going to happen), and then to have it show up in the biggest moment was awesome.

A great game and one I’d love to play a campaign in.

***

Tune in next week for Part 2 where we see Nathan Fillion again, play cowboys, and nearly miss a panel.

***

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

Gen Con 2023 Recap – Part Two

 

You can find part one here.

We left off on Saturday afternoon. A quick bite and it was off to…

Zombie World

We played in Lucas Oil Stadium, down on the field, which for a fan of the NFL is always a cool experience. This was the game we wondered most about since it was run entirely through cards instead of dice (based on the Powered By the Apocolypse system). But it worked extremely well. Having the deck there made combat run really quick, and it made for a very easy setup experience when we were pulling out backstories and tragedies, which helped craft the narrative for the players but also had a real tangible affect on the gameplay. The deck of NPCs was nice as well, since the GM was able to lay things out that much quicker. Even the act of figuring out our location and issues were done through a “draft” where each one took a chance to mark down something about the base. What kind of base, what our strengths were, what our liabilities might be, etc. It meant that we were able to get into the game pretty quick.

As to the game itself, we had a pretty good group, and with the scenario that was set up (Lee’s character was attempting to overthrow the people in charge and the rest of us needed to break him out of confinement before his execution), we actually did a fair amount of role-playing to the point that our GM made note of only having maybe 45 minutes left and we hadn’t encountered any zombies.

Which, like the best zombie stories, the monsters might have been us all along.

Saturday (Day 3)

Things from The Flood

A sequel to Tales from the Loop that exists in a damaged 1990s era. You’re still playing kids, though these kids are more on the older side (among our Players we stuck to mostly 15 year olds). But instead of new technology that is all bright and shiny, the world experienced a Flood, and now that technology has some sort of blight attached to it. Where Loop is about wonder from the innocence of a child, I feel like Flood is the step we all have to make in realizing the world isn’t always the nicest place. That means rebelling against that world.

Like Loop or Alien or any of Free League’s games, the system just works really well. With both a simplicity to it, but also allowing you to court doom by “pushing” your dice rolls, but only if you then take Stress. We avoided being eaten by a T-Rex, avoided getting run off the road by a Johnny Cab (effectively from Total Recall), and stopped the world from experiencing a complete meltdown of time… all the while saving out classmate from certain doom.

All in the day’s life when you’re in the Flood.

Pirate Borg

One of the Mork Borg inspired games, this one took place during the Golden Age of Piracy… in a Dark Carribean. All sorts of nasty monsters roamed the land and seas. Ghost ships attacked without warning, and strange ruins might lead to your doom or treasure to last you forever.

This one made full use of minatures, which was a nice thing to see at the convention. Since my group only plays online, I’m not sure when the last time we had minatures during a game.

The overall character setup was fairly straightforward and contained on one sheet of paper. However, if you are unfamiliar with how you are supposed to proceed, there are a couple of spots which weren’t quite as intuative as you might think, causing a couple of us to stumble a bit. Since the game is very OSR, there are limited hit points and the likelihood of a character dying pretty much seems assured. In fact, Egg’s characetr began with one whole hit point. Luckily, the GM was prepared and when Egg died, his character came back as a Skeleton (so we was able to continue playing with the rest of us).

Having played AD&D 1st edition for a long time, I am familiar with how deadly it can be, so I think that makes this game more of one to be enjoyed at a convention and less like one that would work with a campaign.

Sunday (Day 4)

Sunday is the day of trying to get any last part of the Dealer’s Room seen before we head out around 1-2 in order to not get home too late (after it was all done and the driving was done, I entered my house around 12:30-ish, so one of the earlier times for sure). We all noticed the number of signage that mentioned selling out of something. Whether that was books or accessories or what-have-you, it was both impressive how many we saw (much more than any of us had seen in previous years). Which I take as a good sign that people were ready to support gaming and art and anything and everything else that was there during the weekend.

I’m already looking forward to next year!

***

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

Gen Con 2023 Recap – Part One

Didn’t actually realize it until I began writing these blogs, but this was my 5th year attending Gen Con. I can remember talking about going for years and years as this thing that maybe could happen. So to not only have been able to go, but to be able to make it somewhat yearly as my own form of a “guys’ trip” has been really cool to consider.

Wednesday (Day O)

The drive up was fairly uneventful. We arrived at the Hyatt just across the street from the Convention Center and got settled in fairly quickily. In previous years we’ve spent time in hotels that were a few blocks away to ones across the street. Obviously across the street is the best, but I hadn’t considered how good of a placement this year’s hotel turned out to be. You had access to the convention center. We were on the Stadium side for that one event (which was one of the later ones), so the walk back wasn’t so bad. But the biggest thing is all of the food was on the end where we were staying. It’s one thing to have to walk a few blocks back and forth to your hotel and then a few more blocks to potentially get to food, but this location made everything very convienent overall.

However, while it was better this year, I do have to ask why some of the resturants don’t bother to stay open later during Con Week? When Dragon Con sets up shop in Atlanta, I feel like everything stays open until at least midnight, if not much later. Multiple resturants closed by 11 that week. I’ve never understood that.

Thursday (Day 1)

We began shortly after the initial rush of people that had gathered outside the Dealer’s Room to get Lorcana cards. I am apparently completely out of touch with card games not named Magic the Gathering, so I had no idea that Disney had a card game coming out, much less that there would be the level of demand where people would begin lining up at 6 PM to get cards the following day.

But as we entered the Dealer’s Room around 10:45 AM, I was unaware of any of this. So when we literally couldn’t make it down Aisle’s 100 and 200, worry began to set in. We figured that Gen Con would likely be back to roughly its pre-Covid attendance this year (and it actually exceeded it – over 70,000), but to have Thursday be so packed that we couldn’t manuever set a bad presedence in our minds. If Thursday was going to be bad, what would Friday and Saturday look like? In some ways it is a bit of a struggle to make it through the Dealer’s Room in the one or two hour bursts. Sunday ends up being the catch-all for last minute shopping, but we were concerned about the next couple of days.

Mothership

Mothership was/is one of those games who really just found its niche in the roleplaying space. The idea of playing in a horror space setting (think Aliens or Event Horizon) with a fairly straightforward system is definitely appealing. A couple of years ago I ran a game for our group that tried to focus more on a John Carpenter’s Thing vibe of “Who do you trust”. I think I did an OK job, but overall didn’t manage to quite hit the beats I wanted to. I’d wanted to play it ever since just to see how someone else ran the game.

The one concern I’ve had is I wasn’t sure how exactly a longer campaign might go. As with any horror based game, characters are supposed to die or go insane, which makes investing in your character a little more difficult. It felt like more of a One Shot style game, perfect for conventions.

This game was a little less horror and much more straightforward story of Salvagers trying their best to make their way from shitty job to shitty job. The game played pretty much how I remembered it, though maybe our rolls were better than average as during the firefights, none of our people died. If not for the suicide run that one player made while piloting a captured ship we might have all survived. Sadly, his ramming of the enemy spacecraft ended up killing three of our crew.

Lucky for me, I wasn’t on the doomed ship!

The key though was that after this one session, I could see a little bit better how a longer style storyline might go where you lean a little less hard on all the horror monsters and instead let the dread simmer in the background as best you can.

Stealing Stories for the Devil

This is the game I could see running like it was a tv show. Setting up your overall storyline and then having the big payoff after 12 or so “episodes”. The basic idea for the game is that you are time travelers from the future who have become stuck in the current era of Earth. Time is breaking down due to the existence of certain anomolies. These items create a version of a world where the impossible is possible and where time exists differently. The heroes job is to discover what the item is and remove it from the area (which will revert things back to normal).

What transpires within play is that as a group we effectively created the scenario: A Costco where time had slipped such that it was always both Halloween and Black Friday at the same time. We would need to work as a team in order to extract the 8 foot tall skeleton from the premises. And since all that really required was lying really well… that ended up creating a bunch of really goofy and fun scenes spread out amongst all of the players.

Like I said, I really enjoyed this one and could see running a short campaign with the system.

Friday (Day 2)

Pretty much each day was much the same. We’d grab food somewhere, head into the Dealer’s Room and see as much as we possibly could before our first game took place. Food, if there was time, between the games, and then rush off to the night game. The only bad was not being able to meet up with a few people as most of the time we were either in a game or on our way to a game (which is certainly the whole point), but it is nice to catch up sometimes as well.

Deadlands: Weird West (Classic Edition)

Next on the list was a game I was looking forward to. I’m a big fan of Weird West style stories and Deadlands is really (as far as I know) the granddaddy of that genre within RPGs. However, you should always read the fine print. We thought we’d signed up for the current edition of the game (the Savage Worlds version) but instead we found out that we were going to be playing in a 1st edition version of the game.

There is a lot to the overall world of Deadlands. I supported the Savage Worlds Kickstarter and have read some of the book, but that’s about as far as my knowledge base will take me. So it can be a lot to dump on a bunch of players. That said, I understand why 1st edition rules might be considered too cumbersome. There were so many things to do. Some characters had decks of cards to help with their abilites. There was another deck of cards that you used for initiative. You had your bennie chips that could help alter dice rolls. There were dice rolls where you only took the best score and others where you definitely wanted to roll a ton. Once you hit someone, you rolled again to potentially figure out if it was a head shot or body shot.

Too much stuff going on honestly.

This is a game where we were very lucky to have a GM who knew the system, but in the end the system really felt overly complex. After the game we definitely talked about places you could just cut out potential rolls (and rules). I’d love to play in the world, but I don’t think I need to play 1st Edition again.

***

Check back in for part 2 next week where there will be teenagers in a Flood, zombies in a hospital, and pirates on the seas!

***

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