Dragon Con 2023 Recap – Part 2

You can find Part 1 here.

Saturday

We’d left off half-way through our gaming day…

 

Mothership

This is the 3rd time I’ve played Mothership (I’ve run it once, we played it at Gen Con this year, and now Dragon Con). Each time has leaned into a different style. One was more suspense/horror, one was a scalvaging mission dealing with pirates, and this one was a race against time as the colony we were on slowly disentigrated. As we all noted, the actual adventure ended a little early (maybe 45 minutes early), but due to the way things were run with us bouncing from various points on the map, trying to get to the Space Port, it felt like a full session.

I also appreciated the Warden (GM) letting us know not to bother picking the Scientist character class as we built our characters since this adventure was more focused on combat/speed. Too many games don’t let you know something like that, and then you have to just make your way through the adventure without the skills truly needed to succeed.

The Warden also simplified the initiative system, just going in clockwise order. You had 2 actions – you could move and shoot, you could shoot twice, or you could move twice. All of that did a great job of keeping the game moving with a heightened level of tension throughout.

Mothership really can be whatever you need it to be, and since character creation is so strightforward, it might be a perfect convention game.

After that we ended up going out to eat, finding out that some places shut their kitchen down 2 hours earlier than you would think. And here I thought that was only a Indianapolis policy.

Sunday

We woke up bright and early because Chad Shonk had a Star Wars panel at 10 AM. Let me say that by day 3 of any convention, 10 AM might as well be 6 AM for how excited I am to wake up that early… but I braved the morning and we made it down there about 10:10. The panel was on the High Republic books/comics/etc, which I have close to zero knowledge on. I’m good with the various live-action shows Disney Plus puts out, and back in the day I collected most of the old Dark Horse comics, but once the rebooted those stories, I used that as a perfect time to jump off the bandwagon.

However, this time frame interests me in not only how they’ve rolled it out, but also because it truly is a time period that hadn’t been explored. So even if I wasn’t sure about all the details and characters the panel talked about… it did get me back in the mode to start reading those novels and see if they can grab me like the old ones once did.

After that was a quick stop at the Art Show and a visit with Amanda Makepeace. I’ve known her since high school, but over this last decade her talents have reached truly awesome levels.I was so happy to hear she had won the Hank Reinhardt Award, which is a lifetime achievement award that honors someone that has made significant contributions to fandom culture in Georgia. So amazing.

Lastly, we made our way to the Firefly panel where they avoided talking explicitly about the show, but didn’t shy away from saying the names of certain shows they’d been on. We actually got a handful of great stories about Ron Glass which were both sad and funny and really the perfect type of story to tell at the panel. The other thing I always take away from the cast is how much they appear to truly like/love each other. From the physical touching here and there, to the inside jokes, to the shared text chain… I always like to think that the people on my shows are friends (even if I know that isn’t the case), but here, I think it is very true.

There was another panel I’d hoped to jump to, but it was about 3 hours later, and I hit the wall. I hated cutting things short, but between all the walking, waking up “early”, and knowing that if I didn’t listen to my body I’d end up with Con Crud (or worse), we called it. All told, I think the Saturday gaming is likely to become a annual thing, helping to break up the weekend very nicely, and really letting me experience even more the con has to offer.

***

One last thing before I go.

Image by Albrecht Fietz from Pixabay

Escalators

I was reminded of the scene from Mallrats where Brodie ends up ranting:

“Listen, not a year goes by, not a year, that I don’t hear about some escalator accident involving some bastard kid which could have easily been avoided had some parent – I don’t care which one – but some parent conditioned him to fear and respect that escalator.”

Apparently, in 2023, people no longer understand fundamentals of using the escalator.

First, you have to clear the area in front of where the escalator ends. You see, unlike regular stairs where you can potentially hang out, these “moving stairs” are going to dump more and more people ontop of you. So when you don’t move quick enough, I end up bumping into you… that doesn’t give you liscense to give me a dirty look. YOU need to move it!

Second, when you are getting on the escalator, you normally allow the person at least one step of distance. If you don’t know the person, you do NOT get on the same step as me. I’m not sure why you would think that was a thing we were suddenly doing. But maybe I missed the memo.

Third, reread the quote above. Almost had a little girl (say 4-5 years old) in her pretty princess costume get run over because she didn’t step off at the end, instead tried to slide off for some reason. Luckily, she didn’t fall, and I had given an extra step to seperate us… thus avoiding disaster.

Look, I just want to have a fun convention, but apparently all of you need to go back to class and figure this mechanism out again.

***

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

Dragon Con 2023 Recap – Part 1

After my early August trip up to Gen Con and the record setting attendance that convention set, I was very curious as to how Dragon Con would end up feeling. After only going for one day last year, Courtney and I had our 4 day passes with a sure-fire plan in place on how to attack the convention.

Friday

Step 1 – Arrive around 11 AM on Friday and get our badges, praying that the lines were mercifully short.

Step 2 – Go see the Lucifer Panel, praying the lines were mercifully short.

Step 3 – Head over to the America’s Mart and venture into the Vendor’s Hall, praying the lines were mercifully short.

Step 4 – Make our way through the 4 floors while not going into too much debt… and praying any lines were mercifully short.

The first part went off without a hitch. I’ve mentioned it before that back in the day the badge pick-up line was insanely long. It didn’t matter when you showed up, you were going to be there for a solid 2 hours no matter what. However, at 11 on Friday morning we spent a total of maybe 5 minutes in total. Note, I still question why they can’t just send us our badges in the mail and cut out this step entirely (and before someone says “counterfeiting”, I’d argue that Gen Con has nearly as many people and still manages to do it).

The Lucifer Panel had a small line… so no real issues there. The panel itself was good, if a bit strange. With the Writers/Actors strike, the panelists can’t really talk about any shows they were on. Which makes it a bit of a word play dance when answering any questions about their lives. In a truly funny moment near the end of the panel, DB Woodside said the name “Lucifer” in a clear reference to the show. The entire room did an audible gasp. But Lauren German was quick on her feet “He meant from the Bible” which received a nice laugh.

The third part was our first experience with a line. It was wrapped around the building, in and out of the loading/unloading area… and while it was constantly moving, it was still 50 minutes of our lives we won’t get back. Luckily Atlanta’s weather was cooler than many other Labor Day weekends (I don’t think it got above the mid-80s on any day). Even so, that line kind of sapped us a bit immediately.

The Vendor Hall itself was full of the normal wares. Anything from Cosplay to comic books to loot boxes to artists wowing with their works. The majority of my purchases centered around half-off or $5 trades, and a number of reader copy comics from the late 70s (The Champions and What If) that I really had no choice on whether to purchase or not.

There were a handful of panels we had tagged to go and see, but we didn’t leave the Vendor’s Hall until around 6:30 and by that point Courtney’s back had enough (and my calves were barking as well).

Saturday

This was the first year of a brand new plan. One I’d actually wanted to try last year and couldn’t execute because I only ended up going for one day. Egg, Lee, and myself (the Gen Con crew) would see how Dragon Con did their gaming. The thought was that this would keep us in one location, limiting not only our walking, but fighting any lines. Saturday normally has the most people anyway, so trying to deal with the extra people over the years has become less and less fun. Plus any opportunity to game is a good one.

Shadowrun 6E

I’ve never played Shadowrun in any edition, but it’s been one of those that I’ve been interested in. The Cyberpunk world with bits of magic thrown in for good measure is always intriguing. Egg summed it up – the more dice you roll, the more fun you are having. Shadowrun using d6 to resolve in game issues where you end up rolling as many dice as you can based on your various stats (a 5 or 6 are successes). I think I was rolling 8 dice at one point in assisting another character, whereby every success I had added a dice to his roll. Lee ended up with around 14 d6. However, in his typical “con game” mode, he would only have maybe 3 successes. Probability was not on his side.

The adventure was an extraction of a prisoner just outside of Savannah, Georgia. We then spent about 1/3 of the time meeting NPCs and leveraging those contacts to try and make things go as smoothly as we could during the mission itself. Of course, there was bound to be issues along the way, but overall our planning paid off and our target was delivered to a safe house for our client. It was a fun time.

I did have one critique of the pre-generated character sheet though. And this isn’t limited to Shadowrun, I’ve seen it in plenty of games. There were entirely too much going on. I was a Rigger, which means I dealt with Drones. But I probably had a dozen different ones listed on the page. Considering this is a one-shot adventure, I’m not sure I need all that extra stuff. I didn’t end up using most of it… and some of the time it felt like something I couldn’t be sure if it was more of a reconasance drone or a battle one.

In general, I think that character sheets should be fairly bare bones. The more “stuff” listed, the more potential for confusion.

***

That’s it for this week. Next week will be part 2 with Mothership and Firefly and… Escalator Safety.

***

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