Initially I had not signed up for anything on Sunday morning because I feared con exhaustion might set in by then. But I woke up in plenty of time to make the 9AM games so I grabbed a free coffee at the registration table and signed up for Brian Vo’s “It Makes A Village,” which sounded like Dungeon World meets The Quiet Year. Spoiler alert: it was.
Our characters were:
Tenrissa the gnome artificer and tinkerer (played by Joey);
Matais the human fighter and village carpenter (played by Matt);
Elizabeth “Lizzie” Silverstone the elf bard who lived above the bakery (played by Summer);
Odd Ev the human thief, secret Santa to the village, who did odd jobs (played by Jim); and
Ysolde the human mage and would-be schoolmistress (played by me).
For my Saturday I had scheduled an array of playtests, all games currently being designed by people I love.
I started with (Abyssal), a game Forged in the Dark by my friends and colleagues Ash Cheshire and Edward Turner. The premise:
Whenever humans build cities, they create shadows… hidden, dark places beneath the surface, where creatures that aren’t human gather. Some might call them monsters, and they wouldn’t be entirely wrong. But you? You don’t belong to the surface or the shadows. You are in-between… cursed, or infected, or bitten but not yet turned. You stand at the edge of the abyss. Will you hold on to your humanity at all costs, or will you embrace the change that is happening to you?
On Friday morning I was scheduled to run a shift at Games on Demand from 9AM to 1PM. Although GoD shifts are all four-hour time blocks, GMs are encouraged to run two-hour games twice because this is useful to attendees who have just a bit of time between events.
I was offering the same two-hour games as last year: Avery Alder’s The Quiet Year and Meguey Baker’s At the Stroke of Midnight. It was a treat for me to get to run both: the first group chose to venture in a graveyard at midnight to get a boon from a departed loved one, and the second to follow a community’s preparation for the expected winter hardships. Both groups of players totally “got” the spirit of the games. Continue reading “My Big Bad Con 2018: Part 2”→
Last weekend was the eighth edition of Big Bad Con. I have had the privilege of attending every single instance and even to be part of the staff for the last few ones. It’s my very favourite weekend of the year, my Christmas.
In the last 25 years I have worked for many other conventions (organized events, volunteered, or been on staff) and attended many more, but Big Bad Con is different. It launched in 2011 with a mission to build community among tabletop and live-action role-players. Within a few years, this expanded to mean more: to make the community welcoming to all and particularly to marginalized, vulnerable, under-represented groups. Here are a few of the practical steps taken: