Gen Con 2024 Recap – Part Two

Flashback to Thursday (Day 1)

If you missed Part one, you can find it here.

In writing this blog, I realized I left out one of the things we did on Thursday, and that was to attend the Margaret Weis and Tracy Hickman Dragonlance 40th Anniversary Panel. I ended up getting there about 1/2 way through it (which meant I needed to pick up my copy of the book at the booth rather than at the panel, but luckily that process was smooth enough), but I was still able to listen to them talk about about the journey to this point… though, every time they said 40 years I felt a little bit older. Chronicles were some of the very first novels I read once I discovered the joy in reading. In many ways Dragonlance was more of a gateway to roleplaying than anything else I’d done, enabling me to see exactly what it meant and how these numbers and names on a few sheets of paper could be transformed into living/breathing characters. A process I still try to employ in my writings.

We all went into the panel thinking this was the last ride for the duo of authors within this world, so imagine our surprise when later that day it was revealed they’d be writing in Dragonlance once more, this time going way back in time to Huma.

I haven’t started in on the new trilogy yet, but now that this 3rd book is in my hands it is next on the reading list!

 

 

Friday (Day 2 cont.)

Old Gods of Appalachia

We pick up with my favorite session of the weekend. Horror games are not something I get a lot of opportunity to play overall. In my experience they seem to lend themselves more to shorter campaigns (stories), or perhaps it is just I’ve only been a part of a handful that have lasted longer than a few sessions. Whenever these sessions open up, I’m excited to see what opportunities they might provide.

The other thing I’ve definitely noticed about any horror or horror adjacent game is you have to have buy in from the players. And by that I mean you need to all be on the same page as to whether you are going to take it seriously or if you are going to effectively do a version of Scary Movie (or insert your Horror B-movie of your choice). We were lucky on Friday night (plus the best horror games are done at night, right?) where we had an excellent GM. His ability to set a scene and weave the right amount of tension throughout the session really made for an excellent experience. And all six of the players were pretty much bought in on the story. While there were definitely a few moments of laughter, it did exactly what you wanted it to do, give you a tiny pause from the impending doom that certainly awaited you.

We played the adventure “Best Leave Them Ghosts Alone” and without giving any spoilers, I felt like it had room within it for everyone to have a moment to shine. The story had some combat but also allowed for the roleplaying moments I really appreciate during these gaming weekends. After the game we spoke with the GM for a maybe twenty minutes and looked at the various products Monte Cooke had to offer. I thought about buying the book, then thought I shouldn’t, then we left the room… only for me to get about 10 feet and say f- it, and go back and buy it. I’m looking forward to reading through it and maybe get one of those short campaigns going at some point.

 

Saturday (Day 3)

13th Age

I was listening to the podcast Reading D&D Aloud when I heard Rob Heinsoo, co-designer on the 13th Age RPG. They had just finished up their Kickstarter for the 2nd edition, and in discussing the system he mentioned something called a Escalation Die, where every round it increased by 1 and added to your To Hit rolls in an effort to both end combat a little quicker and increase the ability of the heroes to potentially win the fight. I’d never heard of such a thing, and it made me wonder about the system in general.

Saturday, as originally planned, had a lot of free time with Daggerheart being the only game we’d secured to start. When I mentioned this to Egg, he said he might be able to get us a game of 13th Age through some of his media side contacts. Sure enough, we secured a two hour session… with Rob Heinsoo!

Normally with two hour sessions you get pregenrated characters, but Rob wanted us to see a bit of the character creation, so while the abilities and powers had been listed out on the character sheet – the “cool stuff” was coming up with our “One Unique Thing”. Basically, 13th Age has you come up with something extremely special about your character, and in theory, it could be anything you’d like. Anything is a large box to figure out, so Rob gave a couple of examples (which I wish I could remember them all), but the one that told me you could dream big was:

I am a former god who has fallen from the patheon.

I mean, you can’t get much bigger than being a god.

So we went at coming up with our Unique thing. Egg had his bard whose instruments were from skinned trolls (so the playing kept them from fully regenerating). Lee had a Draconian whose claws were his weapons. And I was playing an Elf Ranger…

As an aside, I’ve thought about Elves in our roleplaying games. Here are beings who are effectively immortal. And I always wonder how they could possibly live so many lifetimes without going mad from the pain and loss of loved ones. From the sheer amount of memories weighing them down. In my mind, I’ve thought it might be cool if every 100 years or so you must return to your homeland and have a Renewal Ritual performed that would excise some of those memories from you. It might not be a complete mind wipe, but by reducing some of your experiences, it would let your mind reorder itself.

In that vein, I said my Elf had forgone such a Renewal and now suffered from swiss cheese brain. All those memories are in there, but they come and go as they pleas making it so there would definitely be a lot to roleplay if this was an ongoing campaign.

Rob listened to each of our Uniques and you could see his mind racing to find threads to potentially use as well. Even though this was a 2 hour session, I felt like he’d have come up with a full campaign based on some of those ideas.

The actual play was a brief encounter where we fought some wannabe dwarves and got to experience 13th Age a bit. Given the lineage to D&D we had a leg up on much of the terminology, but it was still interesting to see how things like the Escalation Die worked. I liked that even if you missed in an attack, you still did some damage (3 for my character). Having damage be more based on your level and not on whether you had a Longsword or Short Sword worked well – one less thing to track, I think.

Rob Heinsoo has such an exuberance for the material (and for roleplaying in general) you couldn’t help but be sucked in by him. I’m a bit envious of any of those who get to have him as their GM for that reason. I’d like to thank him for taking the time to do the session with us, and show us a little bit about the game itself. They are still finishing up the 2nd edition (but you can still pledge here), but I’m super interested in seeing how it turns out.

Deadpool Roleplays the Marvel Universe

I still remember the good old days where if you played Marvel then there was a huge chart that needed referencing. This session had no huge chart… so I guess we need to figure out how to play this game?

Another 2 hour session, but there were a couple of roleplaying style opportunities within but mostly focused on the combat systems. Which appeared to work… fine. I did like that you roll 3 6-sided dice with two white and one red. The Red one has a MARVEL logo as the 1, but if you roll that it acts as a 6 and a Fantastic (critical) on which many of your powers and abilities do something extra with. I played Winter Soldier, so mostly it was a damage enhancer. Damage also keyed off whatever number was on the red dice.

There were really 2 “bad” things for this scenario:

The first was the example characters were Miles Morales, Daredevil, Luke Cage, Winter Soldier, Annabelle Riggs… who? Egg had her as his character and asked me (the comic guy) if I knew anything about her. We later figure out she has about 25 total appearances before this, and I have read a total of ZERO.

Look, in the main game if you want to stat out the lesser known characters – great, go to it. But at a convention, we should really focus on name recognition first.

The second “bad” was the character of Dagger (which Lee had). Her powers affect an ability stat called FOCUS, which is what you draw on to use your super powers. However, in this scenario we are going up against Gun Thugs and Taskmaster, who are melee types… which meant her powers weren’t going to do very much at all. Again, in a longer session/campaign, someone who can make it so the villain can’t use their powers because it has been depleted makes a ton of sense, but in this environment it was more of a feel bad.

Overall I thought the system worked well enough and would actually love to go through character creation just to see how that worked.

Daggerheart

Which brings us to the last game of the night and the trip. This is the Critical Role system which is still in a Beta (if I understood correctly) so this version may be vastly different when it is released in 2025.

I mentioned that sometimes the players and the GM mess really well at a convention and the game takes on a really good flare of its own. For me, this was another example of it. I think this was fostered as well by the fact that while we had the combat moments, we probably had a bunch of moments which allowed us all to focus on roleplaying. In fact, I made a decision that had I known how long the scene was going to last, I might have not done it.

My character was a Cat person, ranger type (a lot of that going around on Saturday for me apparently). Another of the party was a more grizzled veteran. After our first battle, someone asked him for pointers for the dinner we were going to have and he gave a couple of nice answers… so I said – “Remember the scene in Jaws where the kid mimics his dad while they are at the dinner table… that’s going to be me at this meal”. However, I’m not used to playing in person, being an online player these days, but then it occurred to me – I could just act it out.

So I did. The other side of the table noticed it immediately (the person I was copying sat to my left), but soon enough he not only realized what I was doing, he started f-ing with me. Dangling his arms, crossing them in weird ways, and placing them on the table in random ways. I was having fun, Egg snapped a picture of us at one point, and it was a good bit that really didn’t distract (too much) from the other players moments as well.

And the scene lasted for over an hour.

That’s a long time to keep up the bit. When we finally reached a scene change, I offered an apology to the guy “I hope I wasn’t annoying you.”

“Not at all. I appreciate your commitment to the bit.”

“Yeah, if I had realized I’d need to keep doing it for that long, I might have made a different choice!”

As to the system, there were things I liked and other things I’m not entirely sure of. Instead of a D20, you rolled 2d12s for skill and combat checks with one being a HOPE dice and the other being a FEAR dice. If you succeeded and the HOPE dice was higher, you accomplished your goal and got a HOPE point to spend on one of your abilities. It seems like another thing to track (and it is) but it also feels like something you’ll actually use a fair amount as opposed to Inspiration (which I never remember). Other things had to do with the damage/armor system which I think could be streamlined a little more. Egg’s character died toward the end of our adventure and it seemed like the rules did him no favors there.

Overall, I really liked the session. I liked aspects of the system. And the GM and players were great to play with. A win!

 

Sunday (Day 4)

Always a somber day no matter what convention you’re at. Some Sundays are a sort of sprint through the Dealer’s Hall in order to see the 4 or 5 rows that we’d somehow not managed to get over to during the weekend. This time was not one of those. Since most of our games started around 2PM, we actually had a good amount of time to make our way through the maze and see everything we wanted to see (a couple of times). After a final pass and couple of goodbyes, we made our way back south to Atlanta where I managed to walk in my front door at about midnight (much, much shorter drive on the way back).

***

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 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