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The 1997 GenCon Report
As we did last year, Jim, Brian, and I piled into Brian's
latest car and headed for Milwaukee on Wednesday morning. On the
radio, Howard Stern asked a homeless person where Adolf Hitler
was born and was told (possibly sarcastically): "Jamaica."
So Jim regaled us with snippets of Nazi reggae for the rest of
the trip. We arrived in plenty of time to register (financed in
my case by the sale of old Magic cards), to drop off other
old Magic card packs at the auction area, and to pick up a few
game tickets (no free alternates in the packets like last year.
After last year's hotel debacle, Don Prust had reserved rooms for
the Minnesota gamer contingent at the hotel adjoining the Mecca
Convention Center, but Brian and I were the only ones assigned to
our room. There were six people in Jim's room, but they all
wanted to stay together to save money. Don tried to find a couple
of other people to share the room and the cost, but Brian finally
decided to cover the extra cost himself for the sake of peace and
quiet.
We attended the traditional pre-Con dinner at Toys, a nearby
Chinese restaurant; the food was no worse than usual, but the
only people I knew to talk to were Minnesota gamers, including
the Twin Cities Role-Playing Special Interest Group and the Atlas
Games staff. On my way back to the room, I wandered back through
the hotel bar/mezzanine area, which was thronged with card
players. I found a bunch of people, including Woody Harrelson, a
former Atlas guy (now fled to Steve Jackson's outfit), playing On
the Edge. I turned in early so that I'd be awake when I went
gaming in the morning.
Thursday morning, I got up bright and early, hoping to get
into "Agents of Fortune," a light-toned sort of X-Files/Twin
Peaks game I'd really enjoyed last year, with an alternate ticket.
I was the first alternate there and the GM had started to
characters when the holder of the last real ticket turned up.
Since the game had not yet started, the GM had to let her in, but
by then it was too late to get into another game. So I wandered
around and ran into Carol Gundrum and Judy Stucky, from MageCon
North, who were waiting to pick up their characters for the Star
Trek: DS 9 LARP.
I did a quick survey of the Dealer's Room and picked up my
most expensive souvenir for the Con, a $15 Lord of the Rings tarot
deck (I didn't make that much off the old Magic
cards). I stopped by the Galileo Games booth, since my friend
Steve Addlesee had done some artwork for the rulebook for their Legend
of Yore fantasy role-playing game. They were selling off
flood-damaged copies of said rule-book for $5 each, so I
immediately grabbed one. It does indeed include lots of spiffy
Addlesee art (especially certain of his favorite poses, as well
as rules and lots of source material for the game. The Galileo
representative is a big admirer of Steve's, and was able to
report that Steve's originals survived the flood intact due to
the high quality of materials Steve uses. I hassled the Atlas
people and talked to Wyrd Images, a company that runs
Gothic horror LARP games at cons. Con of the North has no budget
for them this year, but perhaps next year.
At noon, I went to the Ars Magica Premiere Tournament,
for which I had a real ticket. It was just as well, for
there were a lot of players. Unfortunately, several of the
players were not very familiar with the rules, which are as
complex and as vital to the system as they are in, say, Champions.
This made the problem-solving parts of the scenario difficult for
them and they gave up on role-playing pretty early too. However,
David Chart, the GM and author of the scenario, seemed to really
enjoy role-playing talking, hopping rocks, and there were a
couple of very clever players who came up with some interesting
solutions to the obstacles before us and some truly goofy
arguments. The three of us players who enjoyed ourselves were
advanced to the next round.
I also had a real ticket for the Official Champions Tournament,
a superhero event run by Sue Grau of HAC. HAC, the Hero Auxiliary
Corps, is a group dedicated to running quality role-playing
tournaments using the Hero System rules. I'd played in and
enjoyed last year's episode of Official Champions. This
year's was an investigation scenario for which several of the
characters were poorly suited. So most of us entertained each
other by role-playing. I didn't advance, but had a good time.
I headed back to the hotel to round up people to attend Doc
Cross' party, which I had heard about in Alarums &
Excursions. Only April was anywhere to be found, so she was
conscripted into the Golden Hamster Horde and off we went. Doc
Cross and Co. were gathered in a nearby hotel. Doc convinced
April to try Toon, and I met the fiendish Dr. Lisa Padol
and Jonathan Tweet, among many other jolly folks.
Since Dark Champions (another HAC superhero game) was
not being run this year, I decided to start Friday off by playing
Octagon, yet a third HAC superhero game! I got to play
Nightshade, who has nifty shadow powers and who felt that she'd
let down a teammate. There was a great mix of combat and soap
opera stuff, and the other role-players were terrific. I advanced
as an alternate, and hoped to get into the final round, given how
good the first one had been.
When I got to the second round of the Ars Magica
tournament, the only other players were the two fellows who had
advanced from my group. None of Peter Hentges' players (from the
other first round) turned up, nor did any of the people who hadn't
officially advanced (although Pete had offered to run an Ars
Magica game for them anyway). Given how passive the other
players had become by the end of the last round, this one wasn't
very different! My character was an honorary mage, who had no
powers, but lots of useful skills that she'd developed in her
years as a messenger between the households of magicians. The
other two characters were pretty powerful magicians, but had
grown up in Ivory-Tower environments and had an interesting time
dealing with the quest we were on. David Chart congratulated us
all on having advance to the third round (since no-one else had
shown up).
I then decided to try a new game, whose designer I'd spoken to
the previous day in the Dealer's Room. Heaven and Earth is
a role-playing game set in the modern day, with various
paranormal stuff going on. The players were all trying to buy a
haunted house for various reasons. My character was an evil old
fellow who wanted to contact evil spirits through it so that he
could further his studies in black magic. Several of the other
players were young (about 20) and tended to a sort of manic-depressive
role-playing style: really in character, even over the top one
minute, and apathetic the next. But it was pretty good and the
game is due to hit the market in March sometime.
I considered going to another game, but after twelve hours,
was just too tired. So I talked to Peter Hentges a bit, met up
with M'iko Carter, a TSR employee, then headed back to the hotel
room, where Brian was chuckling over his purchases from the
auction. Brian then headed downstairs to pummel people at Magic,
and I went to sleep!
Saturday morning, I wandered down to the Chaosium area and
ended up in a small Pendragon game: "Akron Hieron",
a rescue mission searching for some of Arthur's knights
shipwrecked in Ireland. We had one terrific player who managed a
disturbingly Monty Python-esque rendition of his knight that in
no way detracted from the otherwise-serious scenario.
Once again, there were only three players at the Ars Magica
tournament! My two fellow players from the earlier rounds failed
to turn up, but there were two players from another round two.
But the scenario was great, a trip through the Faerie Realm to
defeat the villain who was menacing the magicians of Britain,
with all kinds of bizarre scenery and wacky NPCs. One of the
other players, Joy, came up with really interesting solutions to
a lot of the problems we faced. At one point, she botched a spell
and couldn't say anything true for a certain length of time,
which was pretty funny. But we survived and bested the villain,
and Dave Chart caught his plane back to California. Jeff Tidball
of Atlas declared us all winners (for having the good taste to
show up to one of the better events at GenCon ) and showered us
with Ars Magica supplements (we voted for Joy to get 1st
place, naturally).
I got a chance to try Legends of Yore that afternoon.
Galileo Games ran several scenarios and I played in "Duke
Blood" a marvelously cynical political intrigue scenario. I
got to play the ambassador from this wacky female-chauvinist
power and had to try to turn the elves against one of their own.
The rules seemed to work pretty well. They seemed to be about as
complex as those in AD&D, but combat moved quickly and
there seemed to be a reason for each mechanic.
Once again, I was thoroughly gamed-out by 8 PM. But, as I
staggered back through the hotel lobby, I saw Jeff Millun, who
had run the excellent HAC "Dark Champions" last year.
So, we sat and talked, and he told me that he'd become the
storyteller of a vast World of Darkness LARP campaign in
Chicago. He also told me that HAC had elected to dissolve itself,
but that the individuals involved intended on continuing to run
good games at GenCon. Since I know who they are, I'll have no
trouble finding them, but hopefully this report will be useful to
other would-be players in those games. Then I visited Wyrd Image's
headquarters in another hotel and headed back for some sleep.
Brian and I got up plenty early to dump our stuff (including
Brian's many auction purchases, the prize of which was an
alarming stuffed cat) in Brian's car. I went over to the room
that had been reserved for the "Octagon" final round,
hoping that at least one of the regulars would not make it to an
8 AM event. But other alternates had the same idea, and the first
round had been such a great game that most of the regulars turned
up on time. Don Prust bowed out, freeing one spot, and I was the
last alternate let in. The game was well worth it, as my
character was the one whose problems were tearing the team apart,
and since we'd been sent to Hell to rescue some dependents, the
strain was starting to show. We had a brief break to watch the
assault on the TSR Castle from one of our windows overlooking the
Dealer's Room.
I barely made it to my next game on time. I finally had a real
ticket for "Agents of Fortune". It was also a HAC event,
of which I'd played in a previous episode. I got a new character,
a mad scientist (an excellent foil for the other female character
in the group, a drugged-out mystic). It was a marvelously dark
episode with a less-than-clear ending. Several of the other
players had played in earlier episodes and had excellent feels
for their characters, and it was quite a satisfactory finale to
GenCon.
I made one last trip to the Dealer's Room to use two
certificates I'd won to make a set of Spherewalker cards (for
Everway) affordable. I picked up my earnings from the
auction, which were barely above the minimum bid, then rejoined
Brian and Jim for the trip back to Minnesota.

© 1999 Rebecca Teed
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