I’m excited to announce that the video of my short TED-talk like Nordic Larp Talk in Gothenburg 2014 has gone up. The topic is “Ethical Content Creation and The Freedom to Create” which was based on my research for my article on ethical content creation in the WyrdCon Companion Book for 2013. I’m really proud to have been included in this brilliant event, and encourage folks to check out the other Nordic Larp Talks for this and year’s past.
Category: Game Design
Dresden Lives: How We Chased A Dream And Made It Real
Today, like any other day, I’ve got about a dozen different windows open on my desktop. I’ve got emails for work, school, blog posts, prep for job applications, and tons of little things to do. But on the very top of that pile of work is what I anticipate will be the last round of edits for the project that has had me occupied for some time. And I’m excited to tell you about it.
Let me tell you about Dresden Lives.
Dresden Lives is the live action role-play adaptation of the Dresden Files RPG by Evil Hat Productions. I’ve been lucky enough to work with Evil Hat to bring this product to you alongside my fantastic writing partner Josh Harrison and our editor, the orbital platform of awesome himself John Adamus. The game is adapted from the Fate Core mechanics to bring that system’s focus on telling awesome, character-driven stories to the LARP sphere. Plus, we worked very hard at adapting the Dresdenverse so that the game would give players a chance to have their own adventures in that rich urban fantasy universe.
But more than tell you about the game itself right now, I want to tell you a little bit about how this project came to be.
It all started four and a half years ago. I was GMing a tabletop session of The Dresden Files RPG, fresh out of the box from it’s Evil Hat release. I had been lucky enough to meet the Evil Hat team at GenCon the year before and been involved in the beta tests of the game, so I was super excited when I had the books in my hands. It was during that first session with the players that the idea dawned on me: The Dresden Files needs to be a LARP.
I’d been a long time LARPer before that, having started in 2005. Like many other LARPers out there, I cut my teeth on White Wolf’s World of Darkness games when I first started out. In fact, most of the games run out of the group known as NYC LARP back then were White Wolf games. They fed into that urban fantasy/supernatural bent that I loved, and I adored first Changeling: The Dreaming, then (my favorite) Mage: the Ascension, and finally Vampire: The Masquerade. It was after playing V:tM however that I started to feel dissatisfied with the themes of the WoD. In most World of Darkness games, you played a monster of some kind constantly at war with themselves in a world that would grind you down and destroy you, if you didn’t destroy yourself and everyone around you first. that was certainly my experience when playing V:tM, and I became pretty bored with the idea of playing a power-hungry creature of the night. I was aching for a game that, at it’s core, had hope for the power of humanity to trump over their worst instincts and be the damn heroes.

And there was the world I was looking for, inside of the Dresden Files. In Harry Dresden, I found a very human, relatable character who struggled to maintain his humanity while accruing massive power and in the midst of often horrifying circumstances. It was a story that was unabashedly about the price of being a hero, but it was laiden with hope, friendship, laughs and vulnerability that made it relatable. The Dresdenverse could be dark – oh God, some of the things Harry fights are truly terrifying – but it could also be beautiful, and awe inspiring, and difficult, and wonderful. That balance of the supernatural horror and the heroic was the very kind of LARP world I wanted to see exist. I wanted to see players get the chance to fight the forces of darkness and be heroic. That’s what Dresden meant to me.
The project started out as a fan project, just a bunch of LARPers doing a thing at conventions, but I always had it in my head that I wanted to bring the system to Evil Hat once it was done. It took four years of play testing at the Double Exposure conventions, iterating on the rules with every game and coming up with ways to break the system so we could test it’s limits. We wrote hundreds of pages of text, pre-generating characters for sometimes sixty players a convention. We ran games with faerie queens, dragons and Denarians, just to see what that would do. We had to answer questions like, “What happens if a dragon picks up a Denarian coin?” (The answer was, PLEASE GOD DO NOT LET THAT HAPPEN IN OUR GAME!) We had every kind of Dresden denizen in our games from emissaries of gods to cannibalistic changeling. We even had were-goats (which I’ll never hear the end of for the rest of my life).

Along the way, I was lucky enough to team up with Josh Harrison, whose dedication to snappy pop culture references and a hell of an amazing talent as a writer and LARP designer made him the perfect choice for this project. We became the foundations together of Phoenix Outlaw Productions, reborn from just a group of LARPers running things at conventions to an actual company out to produce games to share with the masses. And we were fortunate enough to forge a friendship and writing relationship with John Adamus, whose work on Fate Core as well as on Evil Hat’s Dresden line was integral to us finding our way. Some members of the team came and went, but in the end with the help of fantastic people like Justin Reyes, Kat Schoynheder and Nicolas Hornyak, we’ve seen the convention games grow and flourish. (And for that we also owe a thanks to Avonelle Wing and Vincent Salzillo from Double Exposure for their constant support).

For four years we made this project go on the power of devotion, passion and love because in the end, we adored the project and the game world. And we were devoted to giving our New York/New Jersey players at the Double Exposure conventions the best experience we could. We have since expanded to running games in Massachusetts (InterCon) and Los Angeles (WyrdCon) and saw our player base grow to over one hundred and fifty in the tri-state area alone. Then, once we’d stress tested and iterated and beat our heads against the system for ages, we sat down with Evil Hat Productions. The rest is, well, history now. And there’s not a day that goes by that I don’t pinch myself and say ‘this is actually happening.’
Recently, Evil Hat opened up playtest applications and have received an overwhelming groundswell of support for those interested in helping us test things out. They’ll join the over one hundred and fifty players in the NY/NJ area plus those at the other cons that have seen the system already. We’re so excited to see what people say, and to put together this book.
I wanted to share this story with all those out there who are as excited, to talk a little bit about how this project happened. Moreover, I’m sharing this because I want those who are excited about a LARP project, who are really passionate and believe that their project should come about, to consider this: you can do it. It was always such a long shot to me that I could get this done, that we could put this together. But with the help and support of great people and a lot of hard work and smart choices, what used to be called the Unofficial Dresden Files LARP is now Dresden Lives. It can happen. If you chase it. After all, isn’t that kind of what the Dresden Files is about? Chasing what you think is right?
So go on. I believe in you. Make awesome things. And meanwhile, join us in playing awesome characters in one of the best urban fantasy settings around. You totally want an excuse to yell “FUEGO!” at a game. You know you do.
The Wandering Designer’s Convention Update!
It’s been a while since I was able to give an update here about what I’ve been working on. That’s probably because I’ve been busy working and traveling! Here are some of the highlights:
- I was a guest down at Escapist Expo in Durham, North Carolina, and had the pleasure of being on the ‘You Game Like A Girl’ panel there with my compatriots in feminist discourse, Anja Keister, Iris Explosion and Stella Chuu. (The panel video is up online here to check out!) Along with the fantastic ZP Keister, they did their amazing D20 Burlesque show for the Escapist crowd, and I got the opportunity to hang with the gentlemen of Evil Hat Productions, Rob Donoghue and Fred Hicks, as well as Daniel Solis. We played games, we had fun, and it was an honest to goodness blast. I really recommend Escapist if you are a fan of their site, if you’re a fan of a nicely sized convention with great people, and if you’re a fan of a friendly city for a visit.
- I attended New York Comic Con and did some reporting on it for Tor.com – you can see my coverage of the Marvel Television panel, the Dracula Screening and the Cosplay over at Tor. I also got a chance to see the Defiance panel and ask the cast my question, plus got a great chance to see the Welcome to Night Vale panel. Had a fantastic blast, with much thanks to my friend Justin Reyes for helping me with my camera gear. I also was a convert to the Pokemon nation that weekend – Pokemon X for me! It’s my new relaxation helper. Highlights were getting a chance to shake hands with Kelly Sue DeConnick, the Marvel writer of Captain Marvel and the Avengers. I’m a huge fan of her work and her constant contribution to the discourse about women in the geek world.
- Not long after I was on the road again to head to GeekGirlCon out in Seattle. It was an absolute pleasure to meet up with folks out there. I had the pleasure of being on panels about creating safe spaces at conventions with brilliant folks like Jennifer Stuller, burlesque performer and organizer Jo Jo Stilletto, fiction writer and safe space advocate K.T. Bradford, pop culture scholar Rob Salkowitz. The second panel was about Female Characters in Video Game Design and was sat by some fantastic folks like Kimberly Voll, Elsa Sjunneson-Henry and Anita Sarkeesian. It was my honest pleasure to be a part of both, as they gave me a chance to talk about my two favorite things – how to create convention space for all and how women are represented in video games. Later I got the chance to do a panel/workshop on LARP 101 and then presented the Nordic game LIMBO to a crew of players. (I’ll have a full write-up of that shortly). It seemed the game really touched everyone very deeply. I was floored by how well people did with the material and how deeply they threw themselves into the roleplay. Overall it was an incredible weekend – I found the entire community to be welcoming and fantastic, and I was loathe to miss the whole Sunday program to fly home. But family vacation in Orlando called!
- Shortly thereafter I was out at Dystopia Rising‘s big season ender for New Jersey known as DeathCon! Every October we throw a big four-day zombie apocalypse adventure and this year all the stops were pulled out, folks. My shift with fellow storyteller Liam Neery created a cacophony of in-game screams as we unleashed terrifying raiders on the fictional town of Hayven, and madness and fun was had by all. As a player I enjoyed myself a great deal, but it was my pleasure getting a chance to once again rain storyteller heck down on the player base. Special shout out to the Unholy Sideshow and D20 Burlesque for performing at the game- it was overall a hell of a weekend.
So now I’m back in the workflow of things, my traveling having been completed for the season. Well, almost. Because next week is… Metatopia! I’m very excited to say that I’ll not only be attending Metatopia but I’ll be sitting on a couple of panels, as well as running a few playtests. I’m planning on doing a playtest for my RPG Wanderlust plus doing a run of my freeform game Service as well. It did well being tested on my NYU Game Center friends, now let’s see how it holds up against other gamers. This Metatopia has so much on the schedule that I’m excited to just get a chance to sit in on panels and talk to people. It’s going to be pretty packed. So check me out at the following:
- Friday 11AM – Translating Tabletop to LARP
- Friday 2PM – How to Manage Adult Content
- Friday 3PM-5PM WANDERLUST RPG Discussion
- Saturday 4PM – Inclusivity: Inviting Women to the Table
And after that… well, it’s just work time. The con season will officially be over until February, when Dreamation 2014 has me plotting LARP fun. Until then, I’ve got some projects to do – including all the stuff to prepare for my thesis at the Game Center. There’s going to be a full article on here about that very shortly, so stay tuned!
So the travel season is over, and I’m glad to be home. In truth, traveling is fantastic but it does take away from work time. I have lots of projects coming up in the near future and I’m excited to buckle down and get to work. Meanwhile, my bleary-eyed self is getting to bed so I can get up for class tomorrow. And so it continues!
Quiet and MGS 5: The Phantom Pain In My Neck
Oh, Hideo Kojima, what are you up to with Metal Gear Solid 5?
Fans have been waiting for the latest installment of the Metal Gear series to catch up on what Solid Snake has been up to since we last saw him. So when Kojima got on his twitter earlier this week and started releasing information about the new character to be included in the series, I was excited. Her name was Quiet, she’s a sniper, and that alone made me happy. Until Kojima started talking about the art design.
I’m sorry, what was that now? More erotic? I thought maybe you meant exotic? But nope, it was erotic. But of course, as a thoughtful designer, there had to be a good reason why a video game designer would want to make the costume of a female character more erotic. Especially in the age of discussions about sexualization of women in video game design. A follow-up tweet gave us the real details:
…Oh. Because that just makes it a whole lot better. I can’t wait to see the tasteful little one piece Snake will be wearing for the game too. For all those cosplay guys out there who want to go to conventions in a speedo.
Kojima announced that the design for Quiet’s costume was going to be released this past Friday. And he sent ahead a little photo to give people a head’s up what it was going to look like. Or rather, a butt’s up. Because this is the pic, folks, of a part of Quiet’s outfit. The news about this announcement and the picture went viral just about everywhere, and folks started tweeting up a storm about the costume design. Or rather the lack of costume. And why wouldn’t it? In a time when the industry is positively a-buzz with discussions about sexism, misogyny, equal representation and sexualization, this was just additional fuel to the fire.
I particularly found it amusing in the face of a fantastic panel at PaxPrime, which spoke about the representation of female military officers in video games. The panel pointed out important issues about how women are usually presented as only romantic attachments for male characters or either cheesecake characters wearing utterly impractical outfits. This pointed towards an issue brought up by one of the panelists, namely that the misrepresentation of military women in such degrading light can port over into the real world and translate to a disrespect towards women in uniform (check out a great recap here on PlaywithPixels). Whether or not you believe that the view of oversexualized and two-dimensional female characters in games can lead to consideration of disrespectful treatment in reality (and I believe there is a correlation, though more evidence is needed), these women held a panel on the eve of this wackiness right here.
Friday came. And Kojima put out his photos. Ready folks, cuz they’re a kicker.

….where do I start?
You know what. I don’t have to. Because that photo does all the talking in the world. But I’ll just add this one to help out.

I’ve said a lot recently in a previous post about over-sexualization in game ads, and the same argument is about video game art in general. But this one REALLY takes the cake. They don’t even leave her stockings alone, those have to have holes too. I don’t know if I have to reiterate this, but I don’t have a problem with sexy. Sexy is different then blatant over-sexualization and impractical. And this, folks, is the height of both.
Where do I start with this? Where do I begin? With a long, heaving sigh, a roll of the eyes, and a slow clap at Kojima’s perfect plan.
Because folks, he got us. He trolled us so hard it’s not even funny. And we’re going right after it.
Check out some of Kojima’s tweets after the explosion happened online about QuietGate 2013:
You see, internet? You’re just wrong about MGS 5 – it’s all about proving how wrong we all are about differences in culture, custom and preference! If I’m reading this correctly, then the reason for a lot of the choices Kojima is making is to point out that there are differences in our perspectives based on all of the above (language, race, custom, culture and preference). And once he makes that point in a game about military folks shooting the heck out of each other, then we will understand the wisdom of why a woman is dressed like her dryer shredded all her clothing. Really, there’s a secret reason and we’ll all discover it when we play MGS 5.
Seriously. Just go buy the game and you’ll get the hidden meaning. You’ve got the sixty bucks to drop on the game to get let in that secret. That’s all you need to do.
Well done marketing strategy there. Well done. First, you point to the cosplay community and use them as a marketing tool (“I’m releasing this for you, you sexy girls, who are going to dress up for me in these outfits! You like doing that anyway, right? So I’ll just pander to you in the hopes you’ll help me sell this game!”) Then next, you stir up a little internet controversy with a sexy costume to get folks fighting about it. Next, you reveal on Twitter that there’s a hidden meaning about why these things exist, and state that you just have to play the game to understand. I see what you did there, and I’m slow-clapping at the sheer guts it takes to do something like this. Because if seen one way, Kojima is just hopelessly out of touch with or doesn’t care about the discourse going on about women’s representation in games. Or else he’s purposefully baiting the supporters of that cause, and cosplayers, and his own fans, to raise sales on Metal Gear Solid.
Now, Kojima has never been known for being subtle. I mean, this is from the designer who brought us THIS:

So in a lot of ways, this whole thing isn’t surprising. What is surprising to me is how much this whole thing is doing to bring Metal Gear Solid 5 into the discussion about video games. It’s doing exactly what it was supposed to do. More people are talking about the game than before. Will this stunt boost sales? Probably. Will some of those sales be because Quiet is wearing what is effectively dental floss? Probably. Will there be a secret meaning in Metal Gear Solid 5 about tolerance and cultural understanding? Sure, maybe, who knows. But does it even matter? Kojima is blatantly using the conversation about women in video games and the cosplay community to garner attention for this game game, and that makes me all kinds of sick to my stomach.
Other industry folks have started responding to this, like Alex Kertz from the Battlefield 4 series (his tweets are kind of spectacular). But as a last parting thought, I’ll just walk away, shaking my head. While I appreciate this situation giving me something to write about this week, we could have saved all these words if the MGS 5 team had just trusted their product to attract fans without the reliance on sexism and marketing tricks. This just comes across the way it should – as a blatant cash grab that’s using the very market that they calls fans.
In a recent Q&A in which Kojima attempted to explain this situation further, Stephanie Joosten (who is the voice and motion-capture figure for Quiet) was quoted as saying this about her character:
“Of course, I was surprised to see Quiet’s outfit at first,” said Joosten. “But, you know, it fits in the Metal Gear universe, I think. I don’t think I’m allowed to say a lot about this, but, well, Mr. Kojima has his reasons for deciding why Quiet [is] wearing what she’s wearing. Players will just have to look forward to that.”
Of course there’s a reason for what she is wearing. It’s called dollar signs. And it’s pretty blatantly obvious.
I’m done with this discussion on principle alone. But I’ll just leave this last one here, for the road.

And my personal favorite:

GenCon 2013 Approaches: Where I Will Be
That time is almost here: when gaming geeks of all kinds extricate ourselves from the rest of the world and head to Indianapolis for that mecha of nerd fun, GenCon! GenCon stands as my favorite of the big conventions. It is huge, noisy and full of people, all of whom are coming together to bask in the glow of the gaming things we love. If you’ve never been, it’s a jam-packed experience full of panels, demos, games to play, merch to buy, and people to meet. There are parties, awards ceremonies, and after-hours fun to be had too, then you get up in the morning bright and early to do it again!
This will be my fifth year attending GenCon but it is my privilege to be going this year not as an attendee but as a speaker. On top of attending great events like the Diana Jones Awards and the Ennies (go Night’s Black Agent! Win!) I’ll be behind a microphone at the following:
Thursday August 15 @ 2PM – Getting Started In The Industry – Crowne Plaza Ballroom C – Have questions about how to get started in the industry? Want to know how freelancers got their beginnings? What about self-publishing, is that really for you? Come and ask questions and listen to people who have gone through the process answer you back. I’m pleased as hell to be on this panel with the likes of Brian A Liberge (Beer Star Games), Tracy Hurley (Sand and Steam Productions), Eloy Lastana (Third Eye Games), and Matt James (Vorpal Games) and can’t wait to speak to folks about my experiences thus far.
Thursday August 15 @ 4PM – Depression, Anxiety, Treatment and the Gamer – Crown Plaza Victoria Station C/D – John Adamus will be leading more of a conversation about how to be a game developer (or just a gamer) when facing issues of mental illness. It’s my privilege to be involved in this discussion, as this topic is near and dear to my heart and my experience as a designer struggling with bi-polar disorder. This talk is meant to be a supportive environment to discuss how to keep creating and working in the industry while still dealing with the monsters you have to face. Come to share if you feel comfortable, or just listen.
Friday August 16 @ 5PM – Religious Representation In Role-Playing Games – Crown Plaza Victoria Station A/B – Come join me as I sit down with Lillian Cohen-Moore and Jaym Gates to discuss how religions are represented in role-playing games. How are real-world religions such as Islam, Christianity and Judaism treated by mainstream gaming? What are the tropes, trends and territories explored by gaming when it comes to religious characters? And what about the issue of religious appropriation of icons, traditions and mythologies integrated into gaming works? Can it be and has it been done respectfully? We’ll pick apart this difficult question together.
So that’s my schedule! In between I’ll be attending lots of other panels, getting down with the awesome D20 Burlesque crew as they show off their best to the GenCon crowd, and celebrating the awards at the Ennies. I’m also super excited to hear Patrick Rothfuss speak – he is one of my favorite fantasy authors! It’s going to be a busy GenCon. To those who will be attending, I look forward to seeing you there!
Interested in getting together with me at the convention to talk shop? Hit me up @ShoshanaKessock on Twitter and we can see about setting up a time.
So Say We All: DexCon 2013 Gets Some BSG
This is the first of a few articles writing up my experiences regarding running games at this year’s DexCon 2013. The reason this one convention is broken down into several articles? My team ran three LARPs this year. That’s right, we took on the monumental task of working on three games at once over the last few months and presented those games within a single twenty-four hour period. It was an exhausting, exhilarating experience and I’m going to break it down from my perspective in my post-convention recovery period. (And there is a recovery – I am one exhausted game designer).
Please note: this post is meant to be as extensive a documentation of the game from a design perspective as I can get. When possible, pictures and other evidence of design are included. All photos unless otherwise indicated were taken by Matt Yanega or me, Shoshana Kessock.
Game Name: Battlestar Galactica – Tales of the Rising Star (Game 1 – “Straight On Til Morning”)
Created By: Phoenix Outlaw and Last Minute Productions
Design Team: Shoshana Kessock, Michael Maleki, John Adamus, Josh Harrison, Kat Schoynheder, and Ericka Skirpan
Technical Production Crew: Matt Yanega, Joe Auriemma, Abigail Corfman, Justin Reyes, Ashley Teel
Location: A Double Exposure DexCon 2013 Signature Event (Hyatt Morristown, New Jersey)
How This Happened: Both myself and my team, Phoenix Outlaw Productions, have been running games at the Double Exposure conventions for several years now. After Dreamation in February of this year, I had a conversation with Michael Maleki, who heads up Last Minute Productions. He and I talked about the idea of a Battlestar Galactica game on Friday night of the convention. Apparently on Saturday he mentioned it to Vincent Salzillo, the head of the convention, and Vinny approached me the very same day. He said that he would like to see Battlestar Galactica made into a signature event at DexCon. That meant that we would be producing bigger than we normally did in parlor/theater style games. We’d have to pull out all the stops. I agreed and Mike and I brought our teams together to produce “Straight On Til Morning.”
The Premise: Tales of the Rising Star was an ambitious idea inspired by the amazing work done by the Monitor Celestra team overseas and fantastic full-immersion games like PST Productions Terrorwerks. The notion was trying to design a convention game inside the confines of a ballroom setting that would harken to the Celestra’s immersive atmosphere through prop-building and a focus on more freeform roleplaying styles. Players would get the chance to play one of five groups of characters aboard the Rising Star, a medical ship in the Colonial Fleet, as it escapes from the devastating nuclear attack on the Twelve Colonies of Kobol. Officers, Marines, Engineers, Medical Officers, Scientists and Civilians would work together to keep the ship from being destroyed as they dodged Cylon ships, tricky jumps, and of course internal pressure as they try to decide if they’ll join the ragtag fleet of Commander Adama or go their own way.
The Preparation: The game preparation began months before DexCon between myself and the team. We realized that this was a game on a scope that was new to almost all of us: a seventy person game with more prop building and system development than we had handled before. Most of us were used to dealing with games that either a) had lower physical build, b) less players or c) an already established game system. As it was, we were creating a great deal of set design for the game for a max of 75 players and were building an entirely new system to boot. So we broke down the portions of the design, split the work load, and rolled into production.
Build-wise, Mike and his team spent 20+ hour weeks building a nice sized engine prop with working lights and switches for the Engineers, painted nerf guns for use and designed simple mechanisms like cat litter buckets to hide items in. At the same time he coordinated with Abigail Corfman, our computer technical director, who created an interactive DRADIS system to detect Cylons, as well as a system to show characters how much fuel, oxygen and power the ship had. This system was controlled by Abigail herself during the game, hidden behind a screen where she could directly respond to things like jump coordinates that were input into the system.
On the game mechanics side, John Adamus worked with Mike Maleki and Josh Harrison to create the actual system. It drew upon the idea that we wanted the game to be very role-play heavy versus skill-check focused. To that end, all players had three stats to differentiate their strengths and weaknesses from one another. They also had two professions that gave them special abilities they could call upon during game. All challenges were time based. A character would need to stay and repair or heal or calculate for a certain amount of time to accomplish their task, where abilities could cut down on time to use their skills. The currency of the game was Mental Energy (ME) that was expended to do tasks. Items in game, such as drinks or food could bring back Mental Energy. So could spending time with Civilians, which kept them integral to more technical characters. That, then, was pretty much it – the system was meant to support a simple ‘yes, and-‘ improvisational role-play model that encouraged players to support and carry along the story with their actions. This system development was extensive, going through nine drafts before it was codified.

Then came the characters. We were creating pre-generated characters for all the players, which meant that there had to be 75 individual characters created and available to players. In the past, I had focused on writing extensive backstories for players that interwove them not only into the plot but into each other’s backstories. However with a group this large, that amount of writing for one person would be prohibitive. Instead, we chose to focus on creating short but concise backstories that included: a) a few lines regarding the characters backstory, b) personality traits and c) how they reached the Rising Star in the wake of the Cylon attack. Then we looked at the colonies themselves as inspiration for ways to give roleplaying hints to players. Each character was told their colony and given some suggestions as to the stereotypes for that colony. Additionally we integrated a mechanic I heard about from the Monitor Celestra team, which were roleplaying suggestions at the bottom of a character sheet. For example, a Raptor pilot who had lost his whole family on Picon might be ‘a burnt out stim jockey looking for his next score’, or else ‘a haunted survivor intent to help out his fellow crew’. We provided three options and let players take inspirations from these ‘might be’ hints, giving them the agency to select their own character motivations and goals.
The characters were also split up between their profession groups – Civilian, Officers, Marines, Engineers, Scientists, Medical- and each section was assigned to a storyteller. That storyteller was responsible for not only writing the characters but organizing their backstory ties to other characters, as well as taking charge of the plot lines that would be seeded into each of the groups. Puzzles, challenges and plot goals were designed by each of these storytellers.
So we went. And we wrote. And we built. And printed sheets again and again. And finally we came to game.
The Game: Right off the bat there were challenges. First, massive printer snafus caused paperwork mayhem at game check-in. Characters that were assigned were not where they were supposed to be. Then came the build. It began at noon with the build team going straight on until right before game on at 6PM. At six, we gathered the players outside in the hallway in their self-selected profession group and gave them a chance to look over their sheets. Then at 6:30 came the system briefing. Just before 7PM we went in character and so it all began.

Players dove in to their characters with gusto. Engineers raced around the ship to keep the Rising Star flying against missile attacks, shrapnel issues, and various failures and shortages. The bridge crew stayed at their stations and monitored situations thrown at them by Abigail, as well as monitoring communications with other ships (including guest communications from ships left behind by the Galactica due to no FTL and a discussion over the comms with Colonial One towards the end). The Marines secured the halls and lead sortees into space depots where they encountered toasters (of course) that shot them all to hell. The Civilians politicked in the bar while dealing with a mysterious illness that the Scientists and Medics had to try and counteract, or else see the entire ship wiped out by illness.
Meanwhile, storytellers and out of character techs for the game moved around the space wearing white masks. Players were instructed that if they saw anyone in a white mask, they were invisible… Until they touched a player on the shoulder. At that point the player would be able to see and hear everything they said. This was inspired of course by the Cylon projections in the series, specifically the proclivity of the Six Cylon to touch Baltar on the shoulder. This technique for play was inspired (nay, nearly lifted directly) from one used in the Monitor Celestra game in which staff wearing red would do exactly the same thing. Cylon projections spent their time poking at the buttons built into the characters and helping provoke, terrify and inspire them.
It would be impossible to tell all the stories from that five hour game, but some highlights included:
- A Virgon reporter getting her foot shot off for trying to make a run past the Marines to confront the Captain.
- A lost Viper pilot lands aboard the ship and finds himself unsure if he’s hallucinating or receiving visions.
- An opportunistic Engineer decides to frak stealing supplies and instead saves his commanding officer, throwing him over his shoulder as he escaped a Cylon attack aboard a supply depot.
- A Priest of the Lords of Kobol begins receiving visitations from an apparition that promises to lead him to the One True God, and throws him into a crisis of faith under a hail of nuclear missiles.
- A lone engineer braves a decompressing airlock to help repair the ship, only to be accidentally vented into space when her crew vents a discovered Cylon device without checking if the airlock is empty first. Her inconsolable brother tries to get the captain to send a Raptor out to get her body, but is refused. Despondent over the loss, he chooses to commit suicide out of the very same airlock.
- The civilians decide that they do not accept Roslin’s ascension to the Presidency and decide to challenge it based on their own delegates aboard. The discussion of whether they were committing a military coup against Roslin was put on hold as a base star appeared and they joined to Ragnar Anchorage to join the fleet, and potentially a very tense political situation.
As can be seen by anyone who watched BSG, the events in the game were following the miniseries plot but did not necessarily follow the canon exactly. The Rising Star is a canon ship that is mentioned in the series several times, but events aboard the ship in our game are now in the hands of the players. The game ended with the ship joining the fleet at Ragnar (or at least executing the jump to get there!) but from there, who knows what will happen?
The Wins: The success of this game truly came down to the fluid storytelling style we designed for the game. The team created instances we would put into play around a looser framework of events we would throw at the players. However, for the most part the events were being written by the players themselves. The events in game are completely created by the players and whatever happens from here will be set by the characters in game. (And yes, that means that a sequel game is already in the works for next year). I would also say that the game could not have succeeded had the players not embraced the notion of cooperating to create the best story. To use a Nordic term, these players truly embraced playing to lose often. Who could have imagined a player choosing to throw himself out the airlock in despondency over his sister? That moment set the tone for the story for the evening and drove home the sadness of Battlestar so hard, all because a player chose to let himself (and his character) go.
The Not-So-Wins: Every game has its issues and this one did as well. One thing we discovered was the difficulty of integrating the profession groups together within the game play. The military, of course, was interested in locking down their ship and keeping the non-military characters isolated. That lead to a number of characters trapped inside either the ward room (which became the bar very quickly) and the medical bay. While some players were able to talk their way out into the rest of the ship, that left a number of people left inside one room or another for a large part of the game. It took a more active player to get themselves out into the rest of the plot, and some frustration was felt by players who didn’t know what was going on because of their isolation. This came down to a mix of the profession set up and the proficiency of the military characters at locking down the ship, but it was definitely something the team looked at for the future.
Then there were the technical issues. We had aimed large for the game and had lots of issues with our build, from lights that didn’t always work correctly, expensive lighting bulbs that broke in transit, speakers that shorted out the day before the game, and walkie-talkies for an intercom system that were unusable days before. We won’t even get into the printing and paperwork problems brought on by a complete failure of Staples to print things correctly. All were logistical issues behind the scenes that gave us roadblocks. In the end, myself and Mike Maleki as team heads agreed that we would have to scale back from what we originally intended based upon one simple problem: economic constraints.
The Final Analysis: The game seems to have been a glorious success. Players overall responded positively both in person and online on the Facebook group. The feedback we received as well from the convention organizers said that they would like to have us back for next year, and we’ve already agreed that we’ll probably continue the story of the Rising Star. We have some technical and storytelling lessons we’ve learned, but now we have one year to grow our design.
For now, however, we get to sit back with a glass raised to a great bunch of frakin’ players, the games that inspired us before (all hail the Monitor Celestra and her amazing team!), the convention that hosted us, and the people that came together to make this happen. So Say We All!

Exploratory or Exploitative: LARP as Emotional Tourism
Not long ago I went to Knutepunkt, the Nordic LARP convention held outside of Oslo. As I mentioned in a previous post, it was probably one of the single most transformative trips of my life. One of the reasons for that was the intense level of thought it forced me to put towards LARP design. It made me consider, among other things, why I love LARP more than other gaming forms. I came to the understanding through that week that I adore LARP because of it’s ability as an immersive, performative form to allow me to experience life through a different lens for a little while. It gives me experiential knowledge of being inside a simulated environment that is tactile, sense-based and interpersonal in a face-to-face setting. That to me makes LARP, above other kinds of roleplaying games, a special kind of interactive experience.
Yet one of the ideas brought up at Knutepunkt and later when I returned to the US was the idea that LARP could be a form of emotional tourism.
What does that term mean? Emotional tourism is the idea that a person steps outside of their comfort zone to go to another part of the world to ‘live’ for a little while in the boots of another person. Sometimes that can be benign, like going to couch surf on someone’s futon on the other side of the country to see how people live there (see: house or apartment swapping). Yet the negative use of the term emotional tourism usually is leveled at folks who will travel somewhere less prosperous in an effort to experience how other people less fortunate or more at risk live. People seek out these experiences to be shook up out of their comfort zone, to really feel what it’s like to not live a safe life, and can be considered exploitative, the mark of the privileged trying to assuage guilt rather than really learn anything. Examples I’ve heard bandied around are rich children going to tour refugee camps in foreign countries, or volunteering to build houses in impoverished areas while ‘roughing it’ with the locals for a little while.
The term emotional tourism interests me on a completely different level – isn’t it good to be trying to help other people, even for a little while? – but putting that question aside, I was perplexed by the idea that LARP might be considered emotional tourism. Are LARPs a way to emotionally experience something that you don’t have in your every day life? Yes, perhaps. So is that exploration then or exploiting situations that aren’t our own for recreation? And is it one or the other?
Let’s build a scenario: LARP organizers decide to do a game based on a real-world serious topic, such as the plight of immigrant workers in the United States. The idea of the game is to have players work through the confusion of giving up everything you knew to find a home in a new country, especially if you have to seek that new home by dangerous and illegal means. The issue is a hot button one, so the designers abstract the game. They make it about two no-name countries in a heavily industrialized cyberpunk future, in which a non-technological country is going bankrupt and people must flee to a better land where they can get jobs. Players play the game on a camp site on the edge of a small city and must cross the acres of land to reach a checkpoint into ‘the city’, living by their wits to survive and get to their new promised land. Through the experience, players emotionally get in touch with feelings of isolation, uncertainty, guilt and a myriad of other feelings while getting a look at big issues like bigotry, immigration, economic issues, violence and nationalism. At the end of the game, they walk away from the game with a new look at these topics, so closely mirroring real world concerns through a game setting.
Now, one could say that the players are signing up for a weekend of ‘fun’ to experience these things, and that optional sign up and the implication that the experience is recreation for the players makes the game somehow more exploitative. In the real world, folks who experience the race for a better life across the US-Mexican border aren’t doing it because it’s a ‘fun’ artistic experience they’re having on a weekend with their friends. Yet players of a LARP can opt in to the game atmosphere to get a taste of these situations as a recreational activity. If the events become too intense, there is always the option to step away and return to their everyday lives, a fact that those in the actual situation cannot do. Is it then exploitative to take these real-world scenarios and parrot them in games for the exploration of gamers?
The question isn’t for LARP alone. Games which mirror real world content, such as first person shooter war simulations, by the same token could be considered emotional tourism as players are given the opportunity to ‘feel’ what it’s like to be in a battle. Yet it’s the immersion and live element of LARP that makes the question more immediate. Where the controller and video screen creates a medium boundary between the player and the world they’re experiencing, a LARPer does not have that medium between them and experience. Therefore the emotional intensity level can be ramped higher due to direct interaction with the intense environment.
I feel like perhaps this is the reason why roleplaying games have focused so heavily on fantasy content for so long. It’s easier to discuss questions of real-world issues when given a separating medium between you and the content. It’s easier to talk about racism when discussing the hatred between elves and dwarves in Lord of the Rings, or questions of slavery when playing in a post-apocalyptic setting like Dystopia Rising. Without that filter, I believe people encounter a discomfort with engaging with these big problems, especially when it could be construed from the outside – or even the inside – as emotional tourism from a place of privilege.
My answer to the question of whether LARPs might be emotional tourism is simple: yes, they might be. But they don’t have to be. The idea behind emotional tourism being a bad thing comes down to a question of intent. First, players come to games for many different reasons. Sometimes, it’s to emotionally express or experience. Sometimes, it’s just to hit lizard folks in the noggin with a latex sword.* But even if a player does go to throw themselves into a role, the reasons behind it are not always for exploitation of the plight of real world people. A player might go to experience something that helps them explore themselves, their feelings, and a new atmosphere that teaches them rather than lets them get a vicarious thrill. It’s that difference – the educational experience versus the vicarious visceral one – that sets the line in my eyes between exploration and exploitation, and that keeps me from feeling uncomfortable with the notion of LARP being the negative kind of emotional tourism.
Is this a cut and dry answer? No, it’s almost identification by degrees. But with more ‘serious’ games being run by the year – thanks in no small part to the spread of the Nordic LARP and freeform traditions into other countries – we are seeing more real world topics being tackled in ways that are devoid of fantastical medium, or at least more thinly veiled than ever before. Designers must, in my opinion, carefully consider why they’re creating their games and how they are representing these real world issues so as to keep from treading over that fine line into exploitative territory. Emotional experience is not a bad thing on its own – like many other things, it all comes down to the design.
* (Just kidding folks – don’t hit people in the head, that’s generally frowned upon).
LARPing Like It’s… Cold? Knutepunkt 2013 (Part 1)
How much can I get into one suitcase? Do I need a sleeping bag? And what does one wear to a Nordic LARP anyway? These were all questions that ran through my mind when I packed in preparation for my first jaunt overseas in a long while. I was going to attend Knutepunkt, the Nordic LARP conference held once a year in one of the four countries that make up the heart of the Nordic scene – Denmark, Sweden, Finland and Norway. I’d be spending four days in Oslo for the Week in Norway program and then would head up to the main conference up in Haraldvangen, a camp grounds on a beautiful lake. Looking back now back in Brooklyn, I realize I was in no way prepared for how much this trip would have such a profound change on my life.
This is Part 1 of my analysis of the whole Nordic LARP adventure. There’s so much to talk about I’m splitting it up. Pictures included are credited to their creators.
To Begin – What is Nordic LARP?
That question is a little harder to explain than one would imagine. People have been debating the actual definition for the movement for ages, so I don’t presume to have a good one just yet (if I ever will). For better and more concise explanations, I refer to Lizzie Stark’s blog. Or even better, check out Jaakko Stenros’s wonderful lecture in the Nordic LARP Talk series. But here we go anyway, let’s give it a shot, with a little context to the overall LARP community included too.
To those who are familiar with live action role-play games, or LARPs, a simple introduction would start by saying that there are lots of different traditions in the LARP community. Within the United States and abroad, the major traditions include:
- Theater-style games: these are usually categorized as games that involve non-physical combat styles and simulation of events through description and symbolic representation. Famous theater-style LARP systems include the Mind’s Eye Theater system by White Wolf for it’s World of Darkness setting. It’s meant to be (mostly) no physical contact.
- Boffer games: This is a broad term for games that involve actual physical contact in their combat systems. Players use latex or foam weapons to engage in simulated combat, while magic and other supernatural events are symbolically represented using things like ‘spell packets’ (tiny bean bags or birdseed filled sewn packets) or light sources. These games tend to aim for more physical immersion in environment design to help drag the players into a What You See Is What You Get atmosphere.
While these are two of the predominant systems of gameplay in LARP, each full of their own traditions and development history, there is a third tradition that has been gaining more international attention in the last few years. That tradition is known as Nordic LARP and though as the name suggests it began in the Nordic countries, its influence has been felt across Europe and in recent years in the US, Canada and South America.
So what is Nordic LARP? It’s a tradition of LARP heavily influenced by artistic and theatrical expression that focus on high immersion both in environment and emotional/psychological engagement. The games in this tradition tend to focus on serious material and frame their games with workshops before the game and debriefs afterwards to present a well-informed and emotionally safe environment to engage in serious subject matter. The games also utilize what are known as metatechniques within the game to structure the play, drawing heavily from theatrical and cinematic influences. The culture also involves putting aside stricter goal-driven, ‘winning’ mindsets by encouraging players to often ‘play to lose’ so as to experience a richer story in game, as well as encourages players to create characters that let them play close to home and tie themselves emotionally to their characters. This can cause a lot of bleed, emotional cross-over from your character to yourself, which is something that Nordic LARP encourages for richness of play.

What develops out of these and other complexities of the Nordic tradition is a body of games that are deeply touching, well-structured, and immersive to players. The Nordic community is also heavily interested in cultivating a body of work which documents LARPs, since by nature larps are ephemeral and cannot be repeated exactly. For that reason, one can read up on some of the major games over there, like Mad About the Boy (based on Y: the Last Man), Kapo (a prison-camp LARP about internment and the loss of humanity during incarceration), and Just A Little Lovin’ (about the AIDS crisis in the 80’s in NYC). There’s also an amazing textbook on the community called Nordic LARP by Jaako Stenros and Markus Montola which has received critical acclaim, including winning the Diana Jones Award at Gencon in 2012.
Knutepunkt developed as the convention center of this developing community, a conference where games could be showcased and discourse on the art of making larps could be held. As far as I can tell, Knutepunkt is THE place to discuss Nordic LARP and welcomes passionate designers and players from everywhere once a year. This was my first time in attendance.
The Trip Over and A Week in Norway
I caught a flight overnight and arrived in Norway Monday morning. I was traveling with Chris, a DC area gamer and larp organizer that I met earlier this year at InterCon. We stayed together at a local hotel in Oslo while participating in A Week in Norway, the four day extended programming provided by the Knutepunkt organizers for those who wanted to cram more Nordic LARP experience into their trip. From Monday on they had a community house open with games and food available all day, and events planned for the participants. We did a workshop on rituals in LARP, a particular favorite tradition of the Norwegian designers, that took place inside a mausoleum. We listened to talks about Nordic LARP hosted by Nordic Larp Talks, including presentations by Jaako Stenros (co-author of Pervasive Games and the Nordic LARP book), Annika Waern (Pervasive Game co-author) and Sarah Lynne Bowman (author of The Functions of Role-Playing Games). And one of my personal favorites, we played a game called Limbo, held on a tram as it rode around the city and experienced being trapped in Purgatory.
Part of the events scheduled also included larps written by participants in the Larp Exchange Academy, an extension of the summer LARP Exchange Academy run in Vilnus, Lithuania in June. These brave souls traveled from their home countries to be holed up in a house in the hills outside of Oslo to spend three days writing LARPs. The results were some brand new games which we play tested during that week we were there. I had the pleasure of playing a game called Stereo Hearts, in which the players explored inter-personal relationships using songs on your playlist and recited monologues. I was at first skeptical – I’d seen game jams done but a game jam on larps? And a game about playlists to share emotion?
I was never so happy to be wrong. Stereo Hearts proved to be a moving, extremely engaging game with some fantastic use of Nordic metatechniques. I don’t think I’d ever engaged so quickly or so deeply in emotional relationships in a LARP. Afterwards, I felt emotionally exhausted and yet happy, as I’d been deeply touched by the depth of internal struggles we’d experienced in a brief game.
That is a great way to describe most of my week in Oslo – emotionally exhausted and yet happy. I had never imagined that immersing myself in the Nordic LARP scene would require me to open up quite so much of myself, both in games and in inter-personal relationships. I spent a lot of the time meeting new people and discussing the differences between LARP cultures in different countries, and as a result met a lot of wonderful, friendly, intelligent folks from more countries than I could name. Personally, the games that I was introduced to also required me to dig deep into my own emotions to feed the role-play and I soon found myself exploring some deep-down emotionally intense places both during and after events.
I soon realized why the Nordic larp tradition focuses intently on what is known as debriefing or after-care, in which organizers go over the events of the game and how players felt about what went down. While this might sound very touchy-feely to gamers from America, this culture of after-care is instrumental in giving players an avenue to express what they felt in a game should they feel the need. I found myself being open and honest about how events in character felt and what I was thinking about after the game ended, a space that I often find lacking in American LARPs. I also found myself talking extensively with other designers and larp academics about the emotional implications of the idea of ‘bleeding’ in and out of ones character, whether that was ‘healthy’ and whether or not after-care was needed – all fodder for a blog post all it’s own shortly.
Overall, the week in Norway provided me with insight into how the community worked and gave me a great taste of what’s to come. Because if I believed that four days in Oslo with Nordic LARP was intense, I was nowhere prepared for the awesomeness of Knutepunkt 2013.
To be continued…
My First PaxEast and “You Game Like A Girl”
This past weekend, the Boston area hosted thousands of gamers rolling into their fair convention center for PaxEast, a major east coast gaming convention. Triple A companies to Indies in video games and tabletop brought their best to show to consumers and panels were held on every subject imaginable. This might have been enough to bring a gamer like me to the Boston area for the con, but I was lucky enough to be involved in one of the panels this year. And let me tell you, it was a heck of a time.
First let me start with saying that as a convention, I found PaxEast to be really enjoyable. The Expo Hall is chock full of video games to try from every company imaginable. I particularly enjoyed discovering a few new independent video games that I am looking forward to, like Red Barrel’s terrifying Outlast and Compulsion Games’ Contrast, both of which I wrote up for Tor.com this week. I also got the chance to get a look at Transistor from the creators of Bastion and I’m going to love putting my hands on it. The Indie Megabooth section was a chance to straight nerd out on great independent companies that are doing stellar work that, I dare say, is competitive with the quality coming out of the Triple A’s.
That, however, wasn’t even the best PART about the convention. PaxEast fostered an open gaming section where you could turn in your ID and take out whatever board game you wanted to try out. This section was open from 10AM until nearly two in the morning, letting gamers just get together with their friends for a good time. I had the privilege of spending most of that time with Rob Donoghue and Fred Hicks from Evil Hat productions, and we got to try a few amazing games that I never would have checked out otherwise (Cockroach Poker, anyone?) I could wax on about the convention, but let’s talk about the major event for me that weekend: the panel.
I was privileged enough to be invited by Anja Keister of the D20 Burlesque troupe to come in and speak as a game designer on a panel called “You Game Like A Girl: Tales of Trolls and White Knights.” The idea of the panel was to tackle the fraught issue of women in the gaming and geek community, spanning from the treatment of cosplayers to the representation of women in video games. We had a one hour slot on Sunday morning and the panel featured Susanna Polo from the Mary Sue, Stella Chu (professional cosplayer and burlesque dancer), Iris Explosion (burlesque dancer and sex educator), Anja Keister (founder of D20 Burlesque) and myself. For those who missed the panel you can find it on Twitch.tv here (hint: our panel starts at 3:05:00 – that’s hour three folks!) and check us out talking about the issues facing the female community.
From my perspective it was a surreal day. I got to the theater to see a line of people in the room next door. I asked what they were waiting for, and the Enforcer at the door said: “That’s the line for your theater. It’s already out the door.” I was positively floored. We got into Naga theater and set ourselves up on the stage and they let our audience in. And this? This was our audience.

I cannot explain how honored I felt to be in the presence of EIGHT HUNDRED of my fellow gamers who came to hear us talk about the topic of women in gaming. It was an incredible experience as people came up to the microphone and asked us questions or lit up Twitter on #Paxlikeagirl to express their support. A tradition was started too when Iris Explosion got so mad at misogyny issues that she launched a plastic cup off the stage, inspiring others who came up to the microphone to throw cups too. Soon we had the ‘we hate this!’ cup launching going on, which was hilarious and light fun.
The panel went off beautifully with only a modicum of trolling (which I’ll address in another post coming up soon), and the experience was overall super powerful and empowering. After the panel people came up to us to share stories and ask questions. I personally got to meet some women who are going into game design and who had questions about how to engage with problematic team situations or content. I’ve never quite been so humbled to have women ask if I’d be willing to mentor them going forward.
People brought up their badges and had us autograph them and asked us to autograph cups that had been thrown! It was a strangely surreal experience for me in general and we stuck around to talk to people as long as we could before we ran off to head back to New York.
From a game designers perspective, the kind of things we spoke about were just the tip of the iceberg of issues I wanted to talk about. But you only have one hour sometimes! I was really glad to be able to bring up the way men have been spoken to in the ‘fake geek girl’ debate, about people raising children to be the next generation of gamer girls, and about pushing back in unhealthy/uncomfortable situations for women in game teams. There was only so much time and so much we each could have spoken about from our particular specialties, but I think it was a great start. And it will be just a start, because there’s plenty of other opportunities for conversation.
Meanwhile, back at home, there’s more game design though to be done. So I’m back into writing and doing work. PaxEast, was a pleasure, hope to see you next year.
Convention Schedule and Putting Out The Call
On the heels of my last post about being super busy comes news of some awesomeness soon to come. I’ve been graced with the chance to attend several conventions in the next six months to either run games or contribute on panels. And good news, some of that involves needing some help from awesome game designers and LARPers and women in the game world — hey, I might mean you! So check it out:
Dreamation 2013 –
That’s right folks! The Double Exposure convention season for 2013 has begun and Dreamation 2013 is only a few weeks away. I will be hosting my third Dresden Files LARP at the con entitled “Dog Days”. It’s a sequel of the previous two games and will focus on the aftermath of the craziness from last time. Queen Mab mad at you? Rogue Denarians afoot? New York’s supernatural community has to come together, and the wereforms in town are trying to do just that. Too bad someone’s got other plans of course…
On top of that, I’ll also be hosting two panels at the convention. And this is the part where I’d love to hear from folks!
The first panel will be a LARP Roundtable, where we bring together LARP staffers and organizers from around the area to talk about the challenges and rewards of running their games. Whether you do theater style games or boffer, long term campaigns or experimental, nordic or American, you’ve got a seat at the table. Let’s come together and share techniques and learn from each other. If folks are interested, please hit me up on Twitter or my email – I can’t guarantee everyone will be a speaker, but I’d love to hear from you.
The second panel is on a topic near and dear to my heart – Women in Gaming. I’ve spoken with the wonderful Avonelle Wing of the Double Exposure staff and we’d love this to follow up the panels at both DexCon last year and at Metatopia in continuing to unpack the issues of women in gaming and in game design. So if you’re a game designer interested in sitting on the panel with me to talk about the state of women in the gaming world, let’s talk! As above, can’t guarantee everyone can be a speaker but get in touch so we can start a dialogue about it.
Intercon 2013-
Following on the heels of that will be Intercon 2013 up in Boston. I’m super excited to be attending my first Intercon in years, and my first of the Boston conventions. I’m pleased to say I’ll be attending the Pre-Convention on Thursday to be a guest on several panels, including Sexuality in LARP, Gender and LARP, How to Run a Game Briefing/Wrap and What Boffer LARP can Teach Intercon. There are some amazing folks from all corners of the LARP world coming to the con to run games, but the panel track is just as interesting so come by Thursday and Friday to hear some smart folk speak. Oh yeah, and I’ll be there too!
IndieCade East-
This is a brand new convention for me too! I’ll be joining my NYU Game Center brethren to explore the game design landscape of the New York area in IndieCade east. Moreover, I’m going to be on Team NYU in the Iron Game Design Challenge where the NYU Game Center is taking on Parsons! Lead by our glorious leader, Eric Zimmerman, I am sure we will go on to victory!
Pax East-
That’s right folks, another East Con and this time it’s Pax! This one is another first for me as I’m attending PaxEast as a panelist! I will be sitting a panel on the dreaded Fake Geek Girls dilemma alongside such awesome women as Anja Keister, Stella Chu and Iris Explosion of D20 Burlesque. It’s my pleasure to be in such illustrious company and I’m looking forward to the discussions we’re going to have.
And coming soon: GenCon 2013!
That’s right, the plans are already in the works for attending GenCon 2013. I’ll be wending my way out to GenCon and hope to work alongside the always fantastic John Stavropolis to run some games for Games on Demand. I also have plans to do full play tests of my game Wanderlust there, as well as at…
DexCon 2013!
Looking forward to this summer, I’m already planning my next Dresden LARP which will be the finale of the cycle of games and bring the chronicle to a close. I’ll also be bringing more play tests of Wanderlust along, hoping to culminate in having the game ready for Metatopia in November.
So that’s my schedule. I’m already exhausted just thinking about it. Plus I’ve got plans for New York Comic Con and San Diego Comic Con in there, and maybe running something at Recess in NYC. So this year is going to be a lot of running around. But why not? When you’ve got a chance to go great places and game, why not take it? As updates happen, I’ll give more of them. In the meantime, I gotta remember to pack my dice and get ready for a LONG season.