Monthly Archives: September 2010

RinCon 10

Hey! So, I one of the guests at the upcoming RinCon in Tucson, AZ[1] from October 8-10. I am doing stuffs! If you’re going, these might be of interest to you: Friday 6p-or-whenever: Macklin-Tevis Mindmeld Paul Tevis and Ryan Macklin want to talk about something, but we also want to have beer. So we’re going

The Seven Layers of a Convention Game

I have been chewing on this for some time now. I’m not sure how useful of a model it is for practical purposes, but it has helped me frame advice to others. I see seven different layers with convention games, each with their own issues, ideas, patterns and goals. Pre-game Preparation Introductions & Initial Rapport

The Twin Masters of Con GMing

(This is the start of a series that I’m going to try on Wednesdays — at least for the next few months — where I talk a bit about one of my deep passions, convention GMing.) There are two broad reasons that people go to convention games: for an experience and to see how a

Stockholm Syndrome in Game Design

I’m loving Apocalypse World right now. I should just get that out of the way. I’ve played it a few times, sadly just as one-shots or really short games. I’ve run it once, as a con game. And I’m even now starting to make notes for a hack, where I marry AW’s play style with

Thoughts on Mental Bandwidth

Back in 2009 and early 2010, I worked 60+ hour weeks. Between my day job, Dresden, IPR, etc., life was full. Too full. “Mental breakdowns happening like clockwork due to the constant pressure”-full. Add my rather rigorous convention schedule to that, and it was a recipe for unhappiness. The problem is that I tricked myself