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1999 Con of the North Report
Con of the North is a small (400-500-person) convention run by
a group of volunteers in the Twin Cities, Minnesota. I've been
one of those volunteers since the first Con of the North (CotN)
in 1992. I've also played in and run some great games there. I've
been on the Board of Directors twice: once as head of Programming
and once as head of Operations. This year, I was just an ordinary
volunteer. I'd helped with mailings and so forth before the
convention and planned to volunteer onsite as well.
We were at a new site this year, the Ramada at I-94 and White
Bear Lake Road, but I had no trouble seeing it from the highway.
I arrived too late to help the Operations committee to set up the
registration area, so I put up signs, which gave me a chance to
look around the hotel. We had much of the first floor, both large
function rooms and individual hotel rooms and suites, which was
all stretched along a single winding corridor and a few rooms on
other floors. I ran into several people I now only see at
conventions, either because they've moved away from the Twin
Cities or because they're ordinarily too busy to game. I also
looked at the areas being set up for various kinds of games:
miniatures, card tournaments, role-playing, computers, and live-action
role-playing.
After the signs went up, I checked out the vendors. Mostly it
was Magic cards and board games, but there were a couple
of people doing Tarot readings and selling tambourines, and John
Nephew of Atlas Games had some stuff he was remaindering for $5 a
volume. He'd been planning on selling Vampire: the Masquerade
rulebooks (1st edition softcovers) to the Russians back when it
looked like they'd develop a consumer economy (or any economy,
for that matter). So I picked up one of those, a Cyberpunk
supplement, and a couple of Ars Magica supplements.
Registration started to get busy at that point, so I went down
there to hand out tickets (only for game sign-up; CotN is too
little to get away with charging for games) and answer questions.
The RPGA had turned out in force, and some of their members
wouldn't try other events once RPGA games had filled up. Once the
8 PM games started, things quieted down and I fled the
registration desk for the volunteer party. The inimitable Jeff
Tidball and Peter Hentges were presiding over the sodas and chips.
After a snack, I wandered over to the Midi-Maze room. Jim
Beecher had networked twelve Atari computers together by their
midi ports (actually more, but only twelve worked at any given
time). He then put on a big hat and set up a game on the network
that involved each player being a happy face that hunted the
happy faces of other players through a 3-D maze and shot them. I
got roped into a tournament and got whomped.
I ended up going home to sleep but I was back by 7:45 the next
morning because I wanted to play in an Amber game that
Linda Duncan had recommended to me. It was just as well because
when I got there, a bunch of distressed gamers were huddled
around the registration desk. The cashbox and pre-registration
list had been taken away and there wasn't a volunteer in sight.
So, I called the Director of Operations, told him what was going
on, and got permission to hand out tickets. So I had gamers
filling out registration forms and handed out tickets for 8 AM
games as fast as I could. Another volunteer noticed the situation
and hurried over, which made it possible for me to make it over
to my 8 AM game.
The Amber game, "Uncle Fox Returns" run by
Jim Holthaus, was a long one, but lots of fun. The other players
were all people I knew and good fun. Most of the characters we
came up with were self-centered kids who refused to take things
seriously at first. But the plot started off as an intriguing
mystery and became suspenseful. Eventually, we were all involved.
But the big room full of role-players that we were in became very
noisy toward the middle of the game (especially once Mike Miller's
Paranoia game got going). So we went and talked to the
folks at the registration desk and they assigned us one of the
hotel rooms to finish the games in. I'll definitely have to go
back for the sequel next year.
After eight hours of role-playing, I was pretty frazzled. The
hotel's concession stand was pretty affordable (except the soda,
which they reduced in price by Sunday). So I ate a slice of pizza
and wandered around. The other computer room had a PC network and
people were playing Quake, Starcraft, and Age of
Empires. I took pictures of all the cute volunteer babies at
the Con (there were three). Dave Ackerman showed me his sketches
of the very cute animal-people player characters for his game
that evening, which I decided to play in. I also took pictures of
the incredible Victorian costumes and spiffy masks of the players
in Elizabeth Sloan and Gerald Dagel's Castle Faulkenstein
Royal Masked Ball.
Dave's game "Nor Snow, Nor Dark of Night" was a GURPS
fantasy game with lots of combat and only a single human
character (played by my friend Albert Choy) in the whole game. I
also got to game with Roadkill, who's a wonderful role-player and
thoroughly in his element as a minotaur officer. We had lots of
fun clobbering aboriginal wolf-people and finally coming up with
a peace treaty (although Roadkill deserves the credit for that
one). My character was an otter inventor who had a napalm-dispensing
hopping robot that was a great help to us. It set a forest on
fire during a night ambush by wolf-people that allowed us to see
the wolf people and shoot them full of crossbow quarrels.
Unfortunately, we were blind-tired by midnight, so we really
weren't as scary as we could have been.
I was back at Con of the North before 9 AM on Sunday. It
occurred to me that though our GOH Ken Hite's games had all
filled up in pre-registration, people often didn't bother to turn
up for Sunday morning games. So I recruited Roger Streeter, a
terrific role-player and a friend I see too little of, for Ken's Alternate
Earth's game and wandered over myself. I'd enjoyed the GURPS
Alternate Earths that Craig Neumeier had run for RPSIG, our
gaming club. Ken's scenario followed much the same plan. The PCs
were a team of operatives dispatched from a more advanced version
of our Earth who were sent to alternate realities to make sure
that they couldn't travel to ours and do it harm (purely
defensive, I assure you!). Instead of the GURPS rules set,
Ken used Chaosium Lite, and his PC operatives were a
somewhat harder-edged bunch than Craig generally had us play:
good practice for the afternoon game as it turned out. We were
sent to a nasty little world that had never developed democracy,
and only in the 1980s were monarchic nationalism and mercantilism
beginning to crumble. Roger didn't get to hijack a zeppelin until
the very end.
I wandered about and socialized for a couple more hours, then
turned up to Nate Nolan's Feng Shui game, "Maximum
Impact Force". The PCs were a bunch of maverick cops and ex-cops
out for justice at any price, a là the tackiest Hong Kong action
film you can think of. There were loads of wacky stunts and
police brutality. Nate is just the guy to run Feng Shui
because he knows exactly how much slack to give the role-players
and when to push them. At one point, we were questioning some
captured bad guys in an interrogation room at a Hong Kong police
station. They were clawing at the one-way mirror shrieking:
"Somebody heelllp us!" By the time we had defeated the
master villain, Operations had already dismantled everything and
it was time to go home.

© 1999 Rebecca Teed
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