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Chupacabracon 2017 Report

Hi gang! I just returned from one of my favorite gaming conventions, the always-fun Chupacabracon in Austin, Texas. This is the fourth year of Chupa, and I’ve been honored to attend it every year so far. There’s a wealth of great guests, programming, and fun to be had at this intimate little (350+ people) convention that always provides me with plenty of great ideas and excitement.

I arrived in Austin on Thursday and spent some time with my parents in town. In the evening, I got together with several of my friends at the hotel (Wyngate by Wyndam) and we went out to dinner at Jack Allen’s Kitchen; I had some excellent chicken fried chicken and got to catch up with Jeffrey Webb afterwards.

Friday kicked off with some panels about GMing and Session 0. I had a very distinguished list of panelists and, somehow, I ended up as moderator for both! The panels were decently well-attended and I came away with a lot of fantastic ideas about games, stories, and managing failure in RPGs.

One of the games running all weekend at this convention deserves special mention: Andy Solberg’s Labyrinth Lord game, “In the Shadow of the Goat.” It is even themed to chupacabracon and name-checks the convention’s mascot! Andy ran this as a drop-in, play all you want in 30-minute chunks, mega-dungeon event all weekend. The gameplay was very old school D&D, and included plenty of awesome adventure! We explored lairs, solved puzzles, and left funny notes in the book that every other player had access to read along the way. Aleena the Cleric, my character, fell in love, lost her love, avenged him, and got a little treasure along the way, mostly by praising the Lawgiver’s church every chance she got. It was SUPER FUN and I hope Andy runs it again next year.

In the afternoon, Ed Wetterman and the ETU gang put on their very own ETU tailgate party! This was a great celebration of this fantastic Savage Worlds setting, complete with a large crowd singing the ETU fight song, party games, and plenty of food and drink.

That night I got a special treat of my own: Denis Loubet had arrived to sign some copies of Strike Force, and he stuck around to get into Michael Satran’s game of Champions Complete: Starfall. Denis ended up playing the team leader, a role he’s excellent at! It was a real pleasure to sit at the table with Michael and Denis and play some awesome superheroic action. I played the superpatriot electric speedster, Skybolt: a surprisingly fun and effective character who has a very simple set of powers.

Saturday began with more panels, this time on game design. Once more I had a strong team of panelists, and once more, I ended up doing the moderating! We had some interesting discussions about where to start with design and what questions need to be answered as the first steps.

Afterwards, I played in the diceless storygame Eons Protocol with Wendy Reischl. It was one of my first times with such a freeform narrative experience, and I enjoyed it. I’m not certain my improv skills were quite up to the needs of such a thing, though.

I then was interviewed by Aaron Burkett for Minionworks.net, a podcast that was interviewing most of the game designers at the convention. The interview was great and I’m very much looking forward to hearing them all once they’re available. That night, I participated in Savage Saturday Night in Sean Patrick Fannon’s Freedom Squadron game.

Sunday, the last day of the con, is always bittersweet. I hate that the convention has to end but it went out with a bang! We started with a brunch at Jack Allen’s Kitchen with the VIP attendees – delicious! After that, I got a chance to play in Sean Bircher’s Zorro game as Sergeant Gonzalez. Sean’s game was great: he even had a character sheet for Tornado! We rescued Zorro from the cruel Capitan before the Governor could arrive.

Sunday night ended with a fantastic dinner at the Steiner Ranch Steakhouse. The food there was simply mind-blowing. Cold-smoked steaks were devoured and praised by all as some of the best in the world.

2017 Convention Schedule

Hey gang,

I’ve gone quiet for a couple of months because I was busy moving! I headed south from Colorado and I now am a resident of Chandler, Arizona! This is the start of some big, cool things coming soon, so keep an eye on this space.

Here’s where you can find me at various conventions popping up this year:

  • May 12-14                                        Chupacabracon, Round Rock TX
  • May 25-28                                       Phoenix Comicon, Phoenix AZ
  • July 15-16                                        Crit Hit! Phoenix AZ
  • August 17-20                                  Gen Con, Indianapolis IN
  • September 22-24                           Spa-Con, Hot Springs AR
  • September 28-October 1              Tacticon, Denver CO

 

A Rogue Warden’s Report of Spa-Con

Spa-Con 2016 happened last weekend; this is the inaugural comic-con like event for Hot Springs, Arksansas–which happens to be where I grew up from about 1985-1993. Basically, I spent some very formative years in this deep south tourist town, and it was fantastic to see the community embrace the things I love.img_1190

I was honored to attend Spa-Con as a guest. In a way, it was a “local boy done good” scenario; getting a chance to come back to Hot Springs where I began my journey into game design and writing professionally! The convention put me up in the Hotel Hot Springs–a very nice venue connected directly to the convention center. The hotel restuaruant was particularly nice, with a menu that’s written in such an entertaining fashion (there’s an entry for “I THINK I WILL JUST HAVE A HAMBURGER”) that I took one home with me.

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The convention kicked off with an outdoor concert on Friday night followed by a pub crawl sponsored by Bar Trek. I didn’t attend the pub crawl, but the band performance looked like it was well-received. On Saturday, folks started lining up to get into the main convention center early, and the line got long fast–however, the team of volunteers kept things moving right along. I ran a full table at 11 AM for Savage Rifts: The Garnet Town Gambit. None of my players were familiar with Savage Worlds, but the game is easy to teach, and we had a great time. Jon Westmoreland was running the gaming area, and he did a great job of welcoming me and setting up the game tables for each session.

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The dealer’s hall was nice and spacious, with plenty of room to walk around, and probably around 50 different exhibits, artists, guests, and vendors. The cosplay guests were excellent; each had brought some astoundingly good costumes to display and were very friendly to speak to. Lady Kate, I had heard, is actually from the area.

I spent a good deal of time speaking to Randy Duncan, a professor at Henderson University. Dr. Duncan has won some major awards for his comic-book education programs at Henderson and some important books he’s written on the subject. I would have loved to have taken that class, for sure.

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That evening, I ran my Game Design Workshop; I’m pretty proud of this presentation. While I always start out by saying there’s no one true way to design games, I enjoy sharing my own philosophy and designing a game with the audience in the second half of the event. Unfortunately, I was scheduled last on Saturday, so I lost about three quarters of my audience after the first hour. Still, my small group of die-hards and I created a cool game idea and I feel like the presentation went really well overall.

Sunday, I ran a game of Feng Shui 2 named “Blowing Up Hot Springs.” I had crafted a story involving a lot of local history, including Hernando de Soto and Al Capone, involving ninjas attacking various local landmarks. We blew up a great deal of Hot Springs defeating the plans of the ninjas, and a great time was had by all! Jon Westmoreland actually recorded the session, and you can find a copy of it here.

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Sunday afternoon, I ran my Worldbuilding for RPGs panel, designed from my own experience and some additional material from my roommate Sean Patrick Fannon’s own class he presented here in Denver a time or two. Once more, the audience was plentiful and very welcoming. I’d love to run some more seminars and programs for the Spa-Con attendees!

Spa-Con certainly was a success! The number I heard on Saturday was 3100 people, which is huge, especially considering that the organizers were only expecting around 500 or so. I spoke to some of the vendors who attended the show, and they said that they sold quite a bit of merch, making it both good for the attendees and the vendors.

As for the guests, I had a fantastic time. In addition, I met and spoke at length with accomplished voice actor Chris Smith. Chris also spoke with enthusiasm about the great convention and how much he enjoyed his time there. I got a chance to catch up with several old friends who attended the convention, and met some great new people, like local game master and heavy metal DJ, Jon Westmoreland.

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I want to single out the convention organizers for doing a fantastic job of keeping things running smoothly: Erin Baber, Adam Beck, and Bill (the convention chair). I thought that Spa-Con was a huge hit, and no doubt brought a boon to the downtown businesses! I’m definitely hoping Spa-Con 2 will happen again next year.

On Monday, I visited Game Planet, a Hot Springs local game store. It was clean, well-lit, and had plenty of awesome games to see and play. I managed to get some very good friends of mine into a game of Sentinels of the Multiverse to show off how much I love that game.

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Crossing my fingers to come back again in 2017!

The History of Accursed

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Inspired by Shannon Applecline’s excellent Designers and Dragons, I’d like to share the backstory behind a setting of my own creation, the dark fantasy Savage Worlds phenomenon known as Accursed.

 

It all started with Warhammer 40,000 Roleplay: between 2008 and 2011, I was working at Fantasy Flight games as a senior RPG developer, in charge of the various 40K RPGs. Along the way, I made contacts with some excellent artists, editors, and freelance writers that continue to be a major resource for me today.

 

There were two fellows that I found myself working with again and again: John Dunn and Jason Marker. Both were talented writers, and both had some interesting views on the industry that matched up well with my own. We used to meet at Gen Con and say “Someday, it would be cool to create something of our own.”

 

We knew that we wanted to make something together, but we all agreed that we would need to wait until there was a project that we all found exciting. We wanted to collaborate on a project we all felt passion for, and although we bandied around various ideas, we didn’t find “the one” until later.

 

In 2012, I consulted with Catalyst Game Labs on the creation of Shadowrun 5th edition and other projects, such as a board game and a miniature game design called Sprawl Gangers. During this period, Randall Bills challenged me to come up with a pitch for what he described as a “dark fantasy RPG.” Initially, I struggled with the concept; wasn’t the genre saturated already? However, the more I thought about it, there was an idea lurking in the back of my head, inspired in part by the comic book “The Creature Commandos” and a WW2 game that Clint Black had run at Genghis Con that year. In Clint’s game, we played classic movie monsters fighting Nazis and vampires behind enemy lines.

 

With this idea in mind, I began to develop a vision for Accursed. The initial design hinged on one “elevator pitch” that stuck with me: Hellboy meets Solomon Kane. Monsters vs. Witches in a dark fantasy setting with black powder rifles and some Civil War-era technology.

 

I pitched the idea to Randall, but Catalyst passed. I actually was not at all disappointed by this outcome: I had found “the one” that John, Jason, and I were waiting for.

 

At 2012’s Gen Con, the three of us sat down and worked out the basics for what would become the world of Morden. There would be monsters: the player characters, who were men and women suffering under a curse that transformed them into something inhuman. There would be Witches, and some technology, and above all, an action-horror tone that would permeate the setting. We wanted “Castlevania meets Van Helsing,” we wanted Hammer Horror-with-Victorian themes, we wanted something vibrant and unique.

 

During that meeting at Gen Con, the three of us agreed that we’d found something we felt very excited about. Accursed began production the very next month. John planned out a Kickstarter launch, fueled by blog posts that actually doubled as part of the design process for the setting. I tracked down the immensely talented Alberto Bontempi as our main artist, for his dark style perfectly captured the setting’s feel. Between the three of us, we launched Accursed in 2013 to a resounding success.

 

Shane Hensley, CEO of Pinnacle and the creator of Savage Worlds, loved what we were doing. We signed on some talented writers like Andy Chambers, Richard Lee Byers, and Mel Odom to draft some fiction for the setting, and several other game creators chipped in by creating some one-sheets for the setting’s launch.

 

Within one year, Accursed was a gold best-seller on DriveThruRPG, and we’ve continued to support it over the years since. John has been the driving force on the business side, and I’ve maintained my position as the creative director and lead developer for the IP. Currently, there are over 34 products available for the setting, including the core setting book, a setting sourcebook (World of Morden), an adventure collection (Ill Omens), a crossover adventure with the Shaintar setting (Darkest Tides), a custom poker deck, 6 1-sheets, a special adventure (Fall of the Tower), and fiction; 3 novellas and 1 short story.

 

Not bad for a crazy idea and three game designers who wanted to do something cool together.

 

One of the reasons I felt compelled to write about this is that I recently released Pirate’s Oath, my first novella set in the world of Accursed. Pirate’s Oath was exceptionally fun to write, and I’d love to craft more fiction for this world again soon. Actually, completing a novella is one of my lifelong dreams, and achieving this milestone is truly something special in my life.

The D-Infinity Independent Game Awards!

I’m very pleased to say that I was selected to be one of the judges for 2016’s D-Infinity Independent Game Awards. This project is a competition aimed to discover some of the best independent game products of the year. In addition, 2016 is the first, inaugural session of these awards. I’m proud to help introduce this award into the tabletop gaming industry!

Obviously there is a strong RPG element to this award system, partly because it was founded by RPG enthusiasts and professionals like myself, Joe Charles, Michael O. Varhola, and Jason Yarnell. That being said, the awards are looking at board games, card games, and gaming accessories in addition to RPG products.

There are only a few days left to vote on these awards, so please check out the site! One thing that is special about these awards is how the votes are counted. Basically, there are five judges weighing in on the submissions; the four I’ve named already, and the popular vote forming the fifth judge! This is a great way to look at a gaming award, since it allows the popular vote to have an impact, but does not reduce the award to simply going to the most influential gaming company involved in the program.

It’s been very interesting going through all the various products submitted for judgement this year. I’ve had to weigh the impact of content, writing, editing, production values (such as artwork and layout), and the theme or ‘essence’ of a particular work. There’s also some intangibles to look at, such as the sense of passion and excitement evident in the work from its creators.

I hope the D-IIGA awards continue and I look forward to seeing how things work out during Comicpalooza! The award ceremony itself will be broadcast from the convention for anyone to watch, so keep an eye out for it!

Michael Surbrook Presents: The Grand Melee

Hi gang,

I’m very pleased to announce that Evil Beagle Games has teamed up with my good friend and talented creator, Michael Surbrook! We’re helping Michael publish several of his projects for various game systems, starting with The Grand Melee for the Pathfinder Roleplaying Game!

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The Grand Melee is a great resource for running medieval tournaments in your game, covering everything from rules on how to run the tournament to the prizes… plus some great adventure seeds!

Remembering Aaron Allston and Strike Force

I’m writing this post on February 27, 2016. And just two years ago today, Aaron Allston passed away.

I first became aware of Aaron Allston in the late 1980’s, through seeing his work on the shelf of my local game store or in the pages of Dragon Magazine: stuff like Autoduel Champions (I was a huge Car Wars nerd in my youth!), and later, the Grand Duchy of Karameikos and the Dungeon Master’s Design Kit. Dungeons and Dragons was one of my favorite things to do in junior high, so I kept appraised of what was out there in the world for this fascinating game, and so I saw Aaron’s name on a few products.

I didn’t really become aware of his importance, however, until the 90’s. It was then that I discovered Champions 4th edition, and through that gateway, one of Aaron’s most important works: Strike Force.

I don’t have all the room here to say just how profound this book was for me… how formative it was on a young man fumbling his way through Gamemastering and running games for his friends. Strike Force taught me HOW to roleplay and gave me an example of a serious campaign. From Strike Force, I had an idea of the kind of games I wanted to run… and it put me on the path towards my eventual career as a game designer.

From there, I was more aware than ever of Aaron. I bought and read his Car Wars novels, then Doc Sidhe, then Galatea in 3-d. Aaron was a very prolific author–even today, I am discovering obscure little novels that he worked on or finding another RPG supplement that benefited from his creativity.

I ran into Aaron here and there over the years, often during Gen Con. I didn’t really get to speak with him at length during those times, keeping a respectful distance and simply thanking him for all the ideas he inspired in me. I got him to sign my copy of Strike Force, amongst other books, and he always struck me as a very kind and welcoming man–even when surrounded by legions of fans.

It wasn’t until the 2010’s that I really got to know Aaron better–just before the end of the life, it turned out. I attended a seminar he and Michael Stackpole held about writing techniques at Dragon’s Lair in Austin, and then I ran into him a year later at Chupacabracon 1. This would be a fateful meeting, for Aaron had plenty of time to chat, and I got to talk to him about a wide variety of subjects.

We talked about superheroes, writing, worldbuilding, game design, and more. It was wonderful. I believe we spent a good three hours or so, calmly talking in the green room. This was the first time we spoke about Strike Force at length, and he confided in me–with a grin–that he had plans to do a new version of his landmark book.

This was a discussion I will never forget. A chance for me to talk about all the things I love with one of my personal heroes, a man who had influenced me for decades. Aaron even invited me to playtest a game he was working on about giant robots fighting in an arena, and I eagerly accepted. I was on a panel or two with Aaron during this convention, and I remember leaving it with a huge smile on my face… a great deal of that thanks to Aaron and his amazing way with people.

Not long afterwards, of course, I heard what had happened at Visioncon that year. Aaron collapsed and then died of heart failure.

I remembered the way he walked very carefully down the hallways at Chupacabracon just weeks earlier, and the wan, pale complexion that initially worried me… I had asked him if he was allright, and he smiled, responding “I’m fine.”

All of this made me one of the last people to really speak with Aaron before he died. I took his death very hard–it was difficult for me to work through the grief. The world lost an amazing creative talent that day, and just a heck of a nice guy.

Over a year later, I was contacted by Jason Walters, owner of High Rock Press. Jason had gotten in touch with Aaron’s family, and through the Allston Estate, he was interested in picking up Aaron’s unfinished project and making it real. I didn’t hesitate — this was my chance to honor a great man.

It’s been about a year since then, and I’ve gotten a chance to work with some fantastic people–Denis Loubet, Steve Kenson, and Michael Surbrook–to build a new version of Strike Force, one that we all believe Aaron would be proud of. This project is not just another RPG book… it’s a dedication to someone who inspired all of us.

(The kickstarter for Aaron Allston’s Strike Force is in its final hours — please go take a look and consider backing us to help us finish strong!)

MileHiCon!

I’ll be at MileHiCon this weekend! Here’s my schedule:

  • Friday: 4 PM, Five Fantasy Worlds You Wouldn’t Want to Visit
  • Saturday: 10 AM, What’s In A Game?
    2 PM: Savage Rifts
    7 PM: Savage Rifts
  • Sunday: 12 PM, Reimagining Anime

Come see me there!

Timelines & Storyworlds, Part 1

My friend Darrell Hardy has a term he uses called a “Storyworld.” I think it is an apt description when we apply it to settings that we then use to tell stories in and around. This is not limited only to gaming; some of the greatest storyworlds in our culture are things like Star Wars & Star Trek, for example. You could make the argument that, for an action film buff, there’s a “Die Hard” storyworld (that has since been fractured by the later films in the franchise).

At any rate, for today’s post, I want to get into the discussion about the decision of whether or not to have an advancing timeline in a storyworld, and what it means when you go in either direction.

Advancing Timeline Storyworlds

Many well-known storyworlds out there have had advancing timelines. They establish their premise of the setting at one place, and allow the setting to evolve and grow over time. Things that were true during the setting’s beginning (i.e., “There is a Galactic Empire controlling most of known space”) are either no longer true (“The Galactic Empire has been replaced by the New Republic”) or have changed considerably later on.

Advancing the timeline can be both a blessing and a curse for a storyworld, depending on how the advances are implemented. Storyworld events can highlight the storyworld’s tone, themes, and defining conflicts. However, these same events can have a significant impact on those same elements–such as highlighting negative themes or developing conflicts that detract from the storyworld’s appeal–ultimately changing the perception of what the storyworld is really about.

Static Timeline Storyworlds

There are several storyworlds that are static, meaning they encapsulate a very limited frame of time–often with a firmly defined endpoint, meaning that most of the action takes place in a somewhat more nebulous period prior to that endpoint.

The Warhammer and Warhammer 40,000 universes are both excellent examples of this type of approach (I will address Age of Sigmar later, I promise). One was a gritty, low-fantasy setting, and the other was “space fantasy” more than true science fiction. Both had a defined end-point and both set their stories and characters in relation to that.

A static storyworld doesn’t mean that it never changes or evolves. It simply does so without advancing the timeline. Most often, this is done by “discoveries” of hidden events that occurred in the past, or by simply digging down into the details of the setting to find more stories. The Lord of the Rings is a good example of this second approach.

The upside to a static storyworld is that, usually, the development of the storyworld is far more closely related to its core elements of tone, theme, and conflict. On the other hand, a static storyworld also can feel somewhat bland if there is not enough new content to satisfy or engage the customer. Also, if and when significant changes need to occur, it can require more drastic measures than with an advancing storyworld.

More to Come

I’ll post again later with more thoughts on advancing & static storyworlds. Given the amount of content in my outline, this could be a small series of posts, actually!

Rogue Warden’s Comicpalooza Report

Greetings, readers! It has been far too long since I last put up a blog post here. My apologies – April and May were just a madhouse around the Watson household.

Rather than make any excuses, I’m going to jump right in and talk about something a lot more interesting. This blog post is about Comicpalooza 2014 in Houston, Texas.

Celebrities

I was one of the gaming guests of honor this year, and it was an honor to come to Houston and talk about gaming with tons of great fans and other industry professionals. As for the convention itself – it was amazing! There were a ton of celebrities in attendance, from Cary Elwes to Erin Grey. I actually got a chance to briefly meet and speak with two Doctors; Colin Baker and Paul McGann. I met Mike Mignola and told him how much Hellboy had influenced Accursed! These celebrities included Stan “The Man” Lee and a host of cosplay celebrities like Ivy Doomkitty. The Dealer’s hall was enormous; easily the same size as Gen Con’s, but the walkways were very nice and wide. This made travelling through the Dealer’s room pleasant rather than a chore, and I definitely appreciated the feeling of space—which is not to say that the Dealer’s room was empty. It was chock full of amazing stuff, including some comic book legends like Neal Adams.

Costumes and Arcades

Another amazing feature of Comicpalooza was a free-play arcade on the 3rd floor, featuring some amazing classic pinball and arcade video games. I simply couldn’t pass by it without stopping to try out a round or two of Attack on Mars.

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Costumes were another memorable fact of Comicpalooza—I haven’t seen this many fantastic costumes since Otakon in Baltimore. I took a ton of pictures and saw many, many more great costumes that I didn’t have time to snapshot.

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Gaming Guests

And as for being a gaming guest of honor, I was in good company… Adam Daigle of Paizo and Owen KC Stephens (a designer for many companies, amongst them including his own Rogue Genius Games). These two gentlemen have a lot of experience and insight into the gaming industry, and it was a pleasure to sit next to them in many panels on design and game elements.

Breandan O’Ciarrai was also in attendance (although his name is so Irish my keyboard can’t quite cope! Sorry!) of Dark Nova games, and he and his wife were great ambassadors for their games. I had a good time running through a quick demo and I wished I could find more room in the schedule to continue exploring his setting.

Jason Yarnell of D3 Adventures was the gaming guest “handler,” and he did a great job of herding cats—I mean, game developers—to all the places we needed to be on time. He also moderated our panels, and was a big part of what made the gaming track so awesome. We did a panel on getting into the industry, a panel on networking (awkward when it turned out two of the panelists, myself included, forgot to bring business cards…), a panel on encounter design and a panel on monster design. The design panels were incredibly fun, and we ended up working with the audience to design some monsters that were quite interesting; Pirhanaloths, strange, bloodthirsty fish-men who raid coastal villages in packs (or schools?). A unique feature is the hallucinogenic fog that they can create above water.

The Comicpalooza Gaming Track

Joe Charles was the Comicpalooza representative who organized all the gaming at Comicpalooza, and he deserves special mention for his hard work. The gaming track went very smoothly all around, and Joe wasted no time diving right in whenever there was trouble. The gaming areas were full most of the time—Skirmisher publishing had their own pavilion (again, with plenty of space) where they had set up “Little Orc Wars,” a family-friendly miniatures gaming area with lots of great terrain and rubber-band-powered catapults slinging tiny stones around willy-nilly. It was great! Darryl Mott, my co-host for the Gamer’s Tavern podcast, joined me in a game of Pathfinder with the Dungeonstone folks. This game was quite fun and showed off the nigh-indestructible dungeon terrain that they make. I give it two big thumbs-up!

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One other great feature (and something I sincerely hope the convention continues) is the “indy game alley,” a setup where four independent game groups were able to showcase their stuff right in the main area where they get maximum foot traffic on the third floor. The alley was adjacent to the main gaming area (convenient for both guests and the game groups themselves) and it really helped raise awareness of these smaller companies who can’t really afford a big booth in the dealer’s hall.

In addition, the Cracked Monocle crew was in attendance promoting the steampunk RPG Tephra. These guys are at nearly every Texas convention, and they always represent their game very well—from the awesome costumes to the magnificent facial hair, the Cracked Monocle guys always manage to make many larger game company crews look jealous! I got to play a short game of Tephra, and it was quite enjoyable—I played it with the designer of the game, Daniel Burrow.

The Skirmisher crew teamed up with Darryl and myself for a D-infinity webcast live from the convention on Sunday. It was a real treat to sit at the table with Wil Thrasher, Mike Varhola, and the rest of the Skirmisher guys! We got a chance to return the favor later on when Wil joined in for a Comicpalooza special episode of the Gamer’s Tavern recorded in Darryl’s hotel room.

Party Time

In fact, Wil has a real talent for setting up some amazing industry parties. The Skirmisher open house was absolutely the place to be nearly every night. At least two Doctor Whos showed up to party with us gamers, and plenty of folks in some really memorable costumes. The food and drinks were top-notch as well. If you ever attend Comicpalooza (or really, anywhere that Skirmisher is running the parties), make sure you check out the Skirmisher “traditional” attire of hospital scrubs.

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In Closing

Comicpalooza was awesome, I had a great time, and I would unhesitatingly recommend it to anybody… especially gamers. I’m already planning to head back next year as a guest to run some Star Wars: Edge of the Empire games. I hope to see you there!