The Suburbs of Washington, DC Need a Cozy, RPG-Focused Convention @Luddite_Vic #RPG #TTRPG #DnD #Pathfinder #L5R #synDCon

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This one comes from the heart.

A few weeks ago, I hosted another 1st Edition Dungeons & Dragons (“1e”) game at my home. The group spent over an hour at the start of the session just reminiscing about the good old days when most of us first met. This was during the era of 4th Edition. Inevitably, the subject of synDCon came up. synDCon was the gaming convention financed primarily by Vic and me. The two of us did almost all the work of running the convention once it began. It was large enough that we had everything represented (see below), yet still maintained the coziness of conventions like Winter Fantasy.

synDCon Was Awesome

I need to put my modesty aside for a bit and say that we pulled off something magical (pun absolutely intended). In our first year, we took advantage of a holiday and put on a four-day convention. We provided tons of organized play: Living Forgotten Realms (4e), Pathfinder Society, and Heroes of Rokugan (Legend of the Five Rings). We also had individual games from less popular RPGs being run here and there, tons of card games (including, of course, Magic the Gathering), tons of board games, and we were the official DC-area convention for Munchkin. We had special events, a LARP, dungeon delves I wrote based on classic 1e adventures, and live music on Saturday night for one of the cons. Our slots were staggered so that slots didn’t start every four hours but rather every two hours. If you wanted to sleep in a bit, you could. You’d just start playing at 11 am instead of 9 am, but there were enough 2-hour slots of other things to do that you could still get three slots of gaming in.

It wasn’t run in a convention center, nor in the basement of a mediocre hotel, but rather in a really nice “hotel and executive meeting center” right across the street from a Metro (subway) stop in Rockville, Maryland. As the county seat for Montgomery County, there were tons of restaurants, et al. in the area, including a gaming store down the street. Of course, we had a gaming store as our in-convention vendor both years, and we generated about 200 attendees both years. Our attendees represented everywhere in the United States east of the Mississippi (e.g., Florida, Georgia, and Ohio), but we gave an award to a guy named Matt for having come the farthest for the con (Alaska).

We had tremendous support from volunteers that helped organize the detail while Vic and I focused on the big picture, and we’re forever indebted to those friends, but I’ll be damned if my feet weren’t atrociously sore by the end of both cons.

Seriously, it was stupendous, and everyone that attended and commented on it said so.

A Slight Diversion Before My Point

I’ve been thinking of doing something other than a Vegas blackjack trip for my fall vacation – I say this every year, so we’ll see if I follow through – and was considering an RPG gaming convention instead. Because I wanted to play 1e, I was initially thinking about GaryCon, but a friend pushed me towards GameholeCon. It was an easy sell because the timing would be better. GaryCon would interfere with Winter Fantasy, but GameholeCon would slide right into the Vegas slot (again, pun absolutely intended). The trouble is that Winter Fantasy and synDCon have spoiled me. I have no intention of going to a convention and paying between $100 and $200 per night for my hotel room if I’m staying at least 2 miles from the convention. That’s ridiculous. It’s like GenCon on a smaller scale. The city is obviously not big enough to handle the convention. So, I decided to look into other options.

There Aren’t Any

Sadly, I went through all my options I could find online, and nothing quite matches the magic of Winter Fantasy or synDCon as far as I can tell. The lists were not complete – Winter Fantasy wasn’t even mentioned (?!) – so maybe there are some other cons out there, but I can’t find them. The cons are at least one of the following: in an inconvenient or excessively crowded location, lack inexpensive parking, or focused on only a few things (usually the shiny new things of the day). Some are also not “cozy,” which I define as between 200 and 350 people. It’s large enough that there can be plenty to do, and you can meet new people, but small enough that you’ll always be able to find your friends and hang out with them. Winter Fantasy doesn’t even satisfy all of these characteristics perfectly – I tried to run 1e but only one ticket for only one slot of three was sold – but it’s as close to perfect as I think practical for a cozy con. It’s also in Ft. Wayne, Indiana. I’m fine going out there, and I will every year they’ll have me, but I find it odd that an area with as big a gaming community as DC doesn’t have something like this.

And this is my point. DC needs a convention like synDCon or Winter Fantasy. Such a con isn’t going to hit the radar scope of the big players (i.e., Wizards of the Coast and Paizo), but it’ll appeal to plenty of players. The DC area is filled with them. Our Gamers’ Syndicate gaming club had over 200 people that identified as members, and we ran game days every single weekend in as many as five gaming stores at a time. While organizing synDCon, I learned of several other groups just as large that had never even heard of us. They were organizing at other stores. This area has an abundance of gamers, and I suspect there are even more here over 10 years later.

Will There Be a synDCon III?

That’s the magic question. I’m happy to organize it, but as we discussed at the game session, my demands are high. First off, I want to do it right or not do it at all. I’m not willing to put together a con in “the basement of the Best Western.” No offense to the chain in general, but that happens to be a hotel we visited that would be the site of a con not worth having. It was downright gross but not unlike venues of cons I’ve attended in the early 2000s. No thanks. Second, having learned from my experiences with the first two, the only way I’d do it is if I had a number of additional owners willing to slap down cashier’s checks for at least $2,000 each (or more depending on how many people commit) and having signed an operating agreement that prevents them from every cashing out that initial investment. That is, I need a sizeable stable of people willing to commit whole-heartedly so that I know I’ll have both the funds and the work ethic necessary to make this doable. Trust me when I say that it’s not enough that someone throw money at me. I need to know that they’re committed to doing the work necessary to pull off a great con. Because it’s been over 10 years, I don’t know what the minimum acceptable number of owners would be, especially without knowing exactly how much each would be willing to contribute up front, but I do know $2,000 is enough to motivate most gamers to stay the course and do what they could not to throw that money away. Any of them willing to drop $2,000 are likely to take it seriously.

Another thing I remember is that no one wanted to be the guy, the “convention coordinator” or CEO who had to make the calls when weird situations arose. While I’m happy to be that guy, I’m not willing to be the one that puts out the feelers (beyond this post, I guess) and see if there’s interest. If I thought my odds were better than 50% of finding such interest, I would, but I don’t think there are enough people willing to make this kind of commitment, so why bother trying? I did my part for king and country, and wound up with a small, overworked group. If this is meant to be, then someone else will have to get the ball rolling. So, while I’m not the one destined to put this together, I strongly suspect there’s a market for it, and my recent thoughts and conversations on the matter sure leave me wishing someone would.

If that’s you, drop me an email when you think you’ve got something real.

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Follow Vic @Luddite_Vic

Even More Gems Dug up While Unpacking @Luddite_Vic @Erik_Nowak @atomicovermind @Digitalculture0 #DnD #RPG #4e #1e #ADnD #TTRPG #StarWars #Rokugan #FateRPG #LFR #DARPG #WotC

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A couple of days ago, I posted about some things I found while continuing to unpack. One thing I found deserves its own post: the program for our first synDCon gaming convention (2010). When we decided we were going to put on a convention, we had a meeting of at least 20 people at the Cracker Barrel in Chantilly, Virginia. This took place after one of our Living Forgotten Realms game days at the now defunct Game Parlor. Only seven people decided to come on board as owners, with two quickly moving to Arizona before we could even get started, and then two others flaking out. It was basically Vic, Cassandra, and I doing everything.

Front Cover

The cover art and Gamers’ Syndicate logo were both designed and illustrated by Erik_Nowak, and he also designed this program.

Welcome Statement

I remember a meeting when there were just five of us. We had to decide who would be the number one person: the Convention Coordinator. I didn’t volunteer because I didn’t want to be too pushy, but no one else wanted to do it. This was typically unnecessary nerd angst on all our parts, because in the end it didn’t matter. Everyone had to work hard (until they flaked out), and no one was really the boss among us.

Pages 2 and 3

I’m proud of two things. First, look at that first page, and continue to examine the ones that follow. Even when we had seven planned owners, everyone was almost exclusively a 4th Edition D&D player. Nevertheless, our relatively small convention had a ton of variety in what was run. There were card games, board games, RPGs, and miniature war games. Within the RPGs, we had a ton of variety as well, and there were games run specifically for beginners. We also had a “synDCon special,” which was written by Erik and D. Hunter Phillips.

Pages 4 and 5

The second thing of which I’m proud was my idea (<patting myself on the back>). We had staggered slots. Instead of the typical 8am-12pm, 1pm-5pm, 7pm-11pm schedule for RPG games, we added in slots at 10am-2pm and 3pm-7pm as well. Again, for a small con, the fact that this worked out so well was remarkable. Many people took advantage of the opportunity to sleep in, try our Dungeon Delves for a couple of hours, sit in on a seminar or author book reading, or try new systems at the beginners’ tables. Another great idea of mine was to allow only 5 seats per game in presale despite tables seating 6 players. This made it far easier to sit players that didn’t preregister or wanted to change tables. No one had a problem with it, but a lot of people appreciated the flexibility.

Venue Map

This was a nice hotel, and it was conveniently located near a Metro stop (our public rail transportation system). And being who I am, I especially wanted a site in Maryland so that we could register for a federal trademark if it ever came to that. 🙂

Pages 8 and 9

Okay, yes, we definitely emphasized Living Forgotten Realms, but I’m still happy with how much Heroes and Rokugan and Pathfinder Society we had (these are living campaigns for the RPGs Legend of the Five Rings and Pathfinder respectively).

Pages 10 and 11

Note well, though, that there was more going on than the program states. We had a board game room, and open play for both card games and miniature war games. Saturday night, my cousin and I, a.k.a., Wet Paint, performed for a crowd of beer-drinking gamers some hits of the 80s and 90s. That’s when we played together, so our song set came from those decades.

Only Mike and I are Wet Paint. Matt James was an interloper. He’s considered a member of “Trail Mix,” which is anyone that’s ever played with us.

Seriously, for a small, first-time convention, look at how much variety we had. I loved it, and I never saw it with conventions this small. We also had seminars featuring authors and game designers. Being in the DC area, we actually knew a lot of those people, so it was relatively easy to get them here. This, in turn, allowed us to do this . . . .

Pages 12 and 13

We received a small amount of support from most of these companies, and others were actually present. Our prize for the first person to buy a convention badge was a ticket to GenCon. GenCon gave those away to conventions all the time; no inside track was necessary. However, we also had, for example, a member of Green Ronin participate in a seminar and run the (then-new) Dragon Age RPG, and Rob Hobart (AEG), the head of Heroes of Rokugan, ran a seminar and (I think) a few games.

I touched up this image of the back cover to delete some handwriting. Pay no attention to the fields of ecru.

We chose a great venue, and synDCon 2010 was a four-day convention. Yep, four days. Just like the big guys. Monday was a holiday, and adding that day to the schedule didn’t increase our costs noticeably. Of course, by cost I mean financial cost. My feet were sore (which is why I was sitting for the Wet Paint performance), and I ran, at best, on four hours of sleep a night, with only two on performance night. I’d say it was a success considering that we got hit with a snowstorm right before the convention, scaring off a lot of people.

The following year, we moved synDCon 2011 to mid-April to make sure we’d have better weather, but we had late snow that year. It wasn’t as bad as the previous year, but it still affected attendance. Infuriating. However, synDCon 2011 was an official convention within the circuit of competitive Munchkin published by Steve Jackson Games. In fact, we may have done that for synDCon 2010. I really don’t remember at this point. I just know we had a great time both years. Unfortunately, it’s too hard a thing to run with, for all practical purposes, two people running the entire show and Mother Nature chasing us around with snowstorms. This isn’t to say that there weren’t a lot of other people that did a lot of work. We had a lot of help, with a few people being organizers for Living Forgotten Realms, Pathfinder Society, and Heroes of Rokugan, and we still had decent numbers. However, in the end it falls on the organizers, and there were only two of us. Both Vic and I would rather not have a convention than do one half-assed, so we didn’t have a third one.

Would I like to bring it back? Yes. Do we have the financial means to do so? Probably. Do I see enough people getting on board to make the workload manageable? No. There are very few people I could trust to see it through, and I’m not getting any younger.

I’m proud of what we did.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

#Dungeons of #Fate: A #DnD Hack of Fate Accelerated CC: @slyflourish @EvilHatOfficial #RPG

… or is it a Fate Accelerated hack of D&D? I get that confused.

Every single room had a pool in the center. "Lazy" doesn't cover it.
Every single room had a pool in the center. “Lazy” doesn’t cover it.

On New Year’s Eve, Mike Shea, a.k.a. Sly Flourish, introduced me to another game. Well, actually, he introduced me to Fate back at GenCon (via his Aeon Wave project), but being that I almost completely forgot the game rules, it felt new to me last night. Mr. Flourish (as you should address him when you meet him) has adapted Fate Accelerated to fantasy role-playing using much of the terminology/approach of 4th Edition D&D, and has labeled it “Dungeons of Fate.” He ran an abbreviated version of the classic AD&D adventure compilation, Desert of Desolation, and the system allowed him to do so with no real preparation of mechanics beforehand (quite appropriate for a Lazy DM). After the game was over, he asked me, “So, does it feel like D&D?” This one question sparked a discussion on gaming philosophy, dragging in Michelle (a.k.a., Mrs. Flourish) and another player, Brian. In the end, I think we agreed on most, if not all, of the points all of us were making, but here’s my take on what we discussed.

1. Not Everything Has to Be D&D

Dungeons of Fate didn’t feel like D&D to me, and to that we should all be collectively responding, “So what?” The only game that has to be D&D is D&D, so no matter who owns the intellectual property, they must always respect the brand or it isn’t really D&D. D&D, as the most powerful RPG intellectual property, is 6 attributes (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma, regardless in what order you present them), hit points, an armor class representing your ability to avoid damage from a hit, and a bunch of funny-shaped dice. These are the constants (among others) that must be in any edition of D&D regardless of who owns the property. This is reason #1,942 why the Edition Wars are stupid: All of the versions of D&D are “real D&D” because they all respect that rule. Whatever else is added to that base, the presence of that base makes it D&D. You don’t have to like it, but it’s still D&D.

However, Fate isn’t D&D. I couldn’t care less whether Dungeons of Fate feels like D&D.

Scratch that. I do care. I don’t want it to feel like D&D. If it did, why create it? Why didn’t Evil Hat Productions just post to their blog, “Hey, everyone, we’re not going to create a new game. Just play, D&D, okay?” They didn’t do that because they wanted to create something different. Whether you like Fate or not, the industry and community are better off because we have something different.

On the other hand, Dungeons of Fate does allow for the proper feel for a fantasy setting. That should be the more important issue to players, GMs, and Evil Hat.

2. Fate Isn’t Omnipresent, But It Has It’s Place

Reasonable minds disagree, but in my humble and honest opinion, Fate Accelerated is a horrible system for a long-term campaign. There’s no significant advancement, and the simplicity of the characters runs the risk of making them boring from a mechanical point of view. (Perhaps the full Fate Core addresses this.)

So where does that leave Fate Accelerated? Well, it leaves it in plenty of places. Not every RPG game has to be a weekly campaign lasting nine months. One-shots are a common practice, and two- and three-shots are hardly rare. Fate Accelerated certainly works for gaming groups organized that way. Personally, I’m more a fan of the two-shot or three-shot, even for D&D, so the idea of my home groups organizing around them doesn’t bother me at all. Unlike D&D, however, Dungeons of Fate requires no prep time for NPC mechanics, and if you’re focused (granted, most gamers aren’t), the entire table can have its characters ready to go in 30 minutes or less.

Mind you, these characters are exactly the characters the players want to play. If you want to play a ranger that is just as competent with melee as he is with striking, you can do that. If you want to play a “stone mage” more statute than human, go right ahead. You don’t have to worry about fitting your characters into the strict constructs provided by other RPG systems, nor do you have to wade through a seemingly infinite number of options in order to find the one strict construct that matches your character concept. You also don’t have to rewrite the rules in order to make room for your character concept. In other words, Dungeons of Fate as is gives you remarkable flexibility without having to overload you with options in order to do so.

3. On the Whole, Dungeons of Fate (and Fate Accelerated) Is Pretty Good

It all comes down to this: Is Dungeons of Fate fun? Absolutely. I really don’t like stress points. In fact, I don’t know why Fate Accelerated players do. One of Fate Accelerated’s best features is simplicity. Stress points seem to be a slight bit more complex than they need to be. I don’t get it, but I don’t have to get it, because this isn’t a deal breaker. It’s literally the only thing about Fate Accelerated I don’t like, and I don’t hate it. To a realistic game designer, that’s about the best you can ever expect; you can’t please everyone all the time. Leaving it in there still leaves me with a great time at the table.

Much like 13th Age, I encourage any RPG enthusiast to give Fate Accelerated a try, if for no other reason than this: If you every find yourself at a gaming store or convention with a hole in your schedule and you’re looking for something to do, you could always jump into a quick pick-up game of Fate. It’s as suited to that situation as a simple card or board game, yet the role-playing opportunities are just as robust as any other RPG.

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