Showing posts with label game con review. Show all posts
Showing posts with label game con review. Show all posts

Friday, June 7, 2013

Review of FG Con

Last weekend, I got to attend my second online game convention, FGCon (Fantasy Grounds Con) and had an amazing time! As I write this I’m trying hard not to compare it to AetherCon (my 1st online con) but rather to let it stand on its own. [Read my review of AetherCon here] I should note, that while the con (FGCon) and the software (Fantasy Grounds) share a name, the convention was run by fans of the software rather than the software company (SmiteWorks) itself.

There were 24 events offered all using SmiteWorks’ virtual table top (VTT) system: Fantasy Grounds. Fantasy Grounds gives each player a virtual space that includes their chat window, their character sheet and any shared documents (maps, visuals, etc) from the GM. What’s especially nice is that the character sheet is interactive. So, if you need to roll a particular skill check, you can often do this simply by double clicking the skill. If you are into trying new games (like I am) this makes picking up a new system super simple. In one of the games I played, the sheet even had check boxes for the type of damage you took. These check boxes automatically recalculated all of your rolls and stats (in this system a bad hit would stun you for a round, the effect being every action that round was at one die less).

I found the software to be fairly intuitive. This certainly made up for the fact that I skipped over the more than ample resources for learning how to use the software before the con (shame on me). In all three of my events, the GMs and other players were quite helpful as well. You need a fairly large monitor (I have two older monitors and spread the tabletop it across 1.5 of them). Unfortunately, one cannot resize the windows within the FG tabletop area. So, for example you couldn't make the map smaller, or increase the size of the combat tracker list if it was a large battle (instead you had to scroll up and down the list). A minor issue and by no means a show stopper (it was easy enough to minimize windows or slide them mostly off the edge of the tabletop until needed).

The convention had its own home page www.fg-con.com separate from the main Fantasy Grounds page www.fantasygrounds.com. Each event was scheduled in UTC time, there was a clickable master list, and that list led to an individual page for each event. The individual page included lots of information for the event as well as a registration button and a comments section.

The organizers of FGCon had hoped to allow users to automatically convert UTC to their local timezone but were unable to do so. Unlike so many other organizations and companies, they immediately admitted to the issue, apologized for it, and put out a spreadsheet of the events with the major timezones listed making it easy to cross reference and convert. It was so nice to see a problem turned around and handled so well, bravo!

Almost all of the events filled up prior to the convention start and even some of those with insufficient players as the weekend began found enough players to game. The official count is out and 21 of the 24 events happened with over 80 players. SmiteWorks, charges for Fantasy Grounds licenses, a small amount for a player only license, more for a GM license but also offers an Unlimited license which while more expensive than the other two which allows players to join a game for free. Originally, the event list included Full licensed games (which would have required a player license for the players) and Unlimited (free) events. In the week before the event, SmiteWorks was kind enough to upgrade all of the Full GMs to Unlimited for the weekend, so that all players could join the event for free (a very nice touch on their part and I suspect the reason the Con was all but sold out!)

My first event (Friday) was a Call of Cthulhu event set in Ancient Rome. The game was played over text chat rather than voice and I have to say that takes something out of a role playing game. Sitting and waiting to read what each other player wrote dragged out a bit and typing isn't as fun as speaking in character. The event ended up playing out more as a dungeon crawl with CoC rules than a horror event and had a twist at the end that sadly fell a bit flat. We had a nice diverse group with gamers from Canada, Australia, the UK and the US.

Fantasy Dice RPG
Buy Fantasy Dice
 at DriveThruRPG.com
The second game (Saturday afternoon) used a newer RPG system, Fantasy Dice. The GM is also the game designer which was great. There were even videos provided before hand on how the game system worked (I watched only half of one before start time, again, shame on me). The system has a quick, brutal and realistic combat system. For this event, there were three players, two orcs and dwarf who quickly got over their racial differences to try to escape from the caverns they were lost in. We quickly got overwhelmed in our first fight and barely escaped alive from a swarm of ceiling climbing cave lizards (again, combat is realistic and brutal, you get bit on the head and unlike D&D you’re going down . . . just like my orc did). We ran from a crab-like monster that crawled out of a crevasse, overcame a couple of puzzles and traps and finally faced off and defeated a giant warrior skeleton to escape. All told it was great fun. That game saw the GM and one other player in the UK (GM was originally from Norway) and the other two of us from the east coast of the US.

My final game of the weekend on Sunday (late afternoon) was a system called One Ring. For those who are unfamiliar, the system is for role playing in Middle Earth and the world of Lord of the Rings. Our group had seven members. Seven players are a bit too many for an online event, but more about that later. We arrived in a town on the edge of the Mirkwood where some Orcs had just raided and made off with a number of the children. We gave chase, encountered and defeated a rear guard, found out they were in league with some giant spiders, tracked them to the spiders’ lair and rescued the children. We had an excellent GM and a great batch of players, heck, our Hobbit player even sounded like Martin Freeman (and certainly captured the role of the reluctant Hobbit hero brilliantly)! In the end, while the system is fine, I don’t think it is one for me. If you are a big Tolkien fan though you should definitely check it out. There were four of us from the US, three from the UK, and one from New Zealand.

As seems to be the case with online cons, you are at the mercy of when the GM is awake in his or her home country. Unlike an offline gaming convention the events aren't organized into neat time slots and tend to be of varying lengths and random start and end times. It makes it a bit trickier to put together a packed weekend but then again, easier to also get some real world stuff done in between the gaming.

One final generic online con thought. I found with both AetherCon and FGCon there is a limit to the number of players in a game on a voice chat line. Unlike an in person game where you can easily have side bars with other players or characters while the focus is off your character, in an online cone when you’re all sharing the same conference bridge it is really only one person speaking at a time. Therefore, I think the sweet spot is 3-5 players + a GM.

I was quite pleased with FGCon, impressed with the Fantasy Ground VTT software and thrilled to hear that these guys are already hard at work on FGCon 3! I’ll be back next time for sure!

Be sure to check out our full calendar of Online Gaming Cons!

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Thursday, February 7, 2013

Gaming Con Review: TempleCon

Spent the weekend at TempleCon in Warwick, RI and it was a blast!

Wargame Room at TempleCon 2013
We drove up from NJ on Thursday night to avoid trying to get around NYC traffic Friday morning. While the convention ‘officially’ started at 12pm on Friday, there were already people gaming Thursday night when we arrived at the hotel (around midnight). The main wargame room was already set up with over 100 terrain covered tables and a good number of battles were already taking place.

TempleCon is primarily a SteamPunk and Wargame convention but there were also plenty of other things to do. Multiple companies were running demo games including Cool Mini of Not, On the Lamb Games, Greenbrier Games, and Steve Jackson games. There were numerous Steampunk events/vendors, a retro video game room (including both consoles and actual arcade games in their original cabinets), a boardgame room, panels, live entertainment (including Shadowcasted movies/tv shows ala Rocky Horror) and RPGs (actual strong ROLE playing systems with very little D&D/Pathfinder on the schedule).

Brushfire by On the Lamb Games at TempleCon
Friday afternoon I played Dungeon Petz and then Friday evening after dinner we decided to play a team game of Brushfire (by On the Lamb Games) [helpful hint, at least one of us should have read the rules before trying to play a new game!]. [I’ll post a gaming table report of this later.]

On Saturday, there were no other players for the Cthuhlu game I signed up for. Saturday afternoon I demo’ed Zpocolypse (Greenbrier Games) and played some old retro video games (Galaga, SpyHunter and 1943) in their original arcade cabinets (one of the ballrooms was quite convincingly turned into a small arcade complete with blaring 80s/90s music. [I did quite well at Galaga and 1943, though I don’t recall being that terrible at SpyHunter!]

Sunday morning, again there were no players for the 10am Cthulhu game (and this time no GM either) but the other event in the room was a boardgame playtest that I jumped into. (We played twice and discussed rules / changes for two hours.) Since it is still in playtest, I won’t say more about it, but it was fun.

Retro Video Game Arcade Room at TempleCon
At noon, a Cthulhu GM was setting up in the room (along with the weekend’s only D&D game) but no one showed up for the Cthulhu game (else I would have jumped in). It turns out this GM is one of the organizers of NecronomiCon Providence and we spent over an hour discussing their upcoming convention (I’ll post more about this later, but I do recommend checking this con out!). I finished out the day with some open gaming in the boardgame room and demo areas (including Zombie Dice, Cthulhu Dice, Zombicide and Tsuro) before heading home.

[Quick note on Zpocolypse vs. Zombicide. The Zombicide demo was actually a bit too short to get more than a taste of the game but I think I like it better than Zpocolypse. Zpocolypse is a cooperative game but it is won based on a scoring track. The game is stacked against the players and by day four you should all be dead (we only played one day which took maybe an hour). I think the fact that as a team we can’t beat the game takes away from any victory I might have by scoring the most points. Since the scenarios in Zombicide are winnable even without a clear cut winner among the players I still think it the better game. Then again, I’m still reaching for Pittsburgh ’68 as my go-to Zombie game!]

While I had a great time, there were two minor issues at the con. The first issue does indeed have a very big upside so I'm hesitant to bring it up. Most of the RPGs at the con were in individual suites/conference rooms scattered throughout the hotel. While it is awesome to have a nice quite room to game in, the downside is, if there weren't enough players for a game, being spread out made checking other games for open seats fairly daunting. Perhaps a central RPG marshaling area would help with this in the future (because having a private room is way too good to pass up).

The second minor issue was that this year they decided to skip printing programs and go paperless. There were QRcodes linking to their website posted around the con, but their website took too long to load as it had lists of events with their full descriptions (that didn’t display until the entire page loaded). Not to mention, the wireless in the hotel got bogged down at times and there was no 3G coverage in the basement (where a number of RPGs were) so it wasn't always easy to get the information needed to find a game. The site also had no central overall grid/summary nor did it have a map of the con.

It would have been helpful to have a program (even if only as a .pdf so I could download it to my phone once and others could print their own copy if they lacked a smart phone) rather than a web page. By Saturday there was at least a list at registration and a map from 2012 appeared late on Saturday but even these were hard to read and required knowing that they were there. Hopefully they’ll at least provide a grid and map next year.

All-in-all though, it was a great weekend with lots of great gaming!
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Be sure to check our game convention list to find other great local cons!

Saturday, November 24, 2012

Game Convention Review: AetherCon

When we first started gathering game con listings for GCC the first online game convention I ran across was AetherCon.  For a while I thought they were the only online con (check out our Online Game Convention page as there are at least half a dozen at this point). 

I had the pleasure of attending AetherCon this past weekend and was quite pleased.  Whenever I write a review I am caught between the desire to compliment the hard work I know goes into an event and the desire to provide an accurate review of the event.

Let me start by saying AetherCon deserves an A+ for effort.  What they attempted was quite ambitious - close to 100 events, all using Roll20, plus dozens of vendors, artists and lectures.  As for execution, I'm going to give them an A as well, but this time I am grading on a curve . . . an aggressive curve.  There were a lot of tiny little issues but again, considering the scope of the event I was easily able to forgive them.

All games took place on Roll20 virtual table tops (review coming later).  Roll20 itself worked fine, but none of the games I played in managed to get the audio/video chat right and we ran Google hangouts for that (there is a Roll20 plug in for Google+ which most used, I however ran one monitor for each program).  I suspect the issues with the audio / video was just the load from the con.

My one real complaint was the lack of game grid that most conventions offer.  The website listed the games sorted by start time but you had to read down the list of games and their descriptions to find the times you were searching for.  They also allowed GMs to schedule their games at any start times and of varying durations.  [Most conventions are run in multiple four hour time slots and most games fit into some fraction or combination of these slots.]  (While AetherCon did publish a .pdf program, it was a series of interviews and neither listed the con's games nor their times.) 

The various time slots at AetherCon (excluding demo games). Numbers in ( )'s are the number of games that slot.
Since there were gamers attending from all over the world, varying start times could have made sense however, the real issue came when trying to fit games together to form a weekend.  Games that started at 10am wouldn't be over in time to jump into a 2pm start time game and so on.  It also became an issue when games were canceled or under booked.  My Friday night game need some extra players and while I found a couple of interested people, they were waiting on 8pm games that were also under booked and were holding out hope.  Had all the Friday night games started at the same time, it would have been easier to combine the available gamers into full tables.

Thinking more about the various timezones attending the convention, it also seemed odd that there were no overnight games.  My 7pm EST Friday night Call of Cthulhu game had me in EST, another players in PST and our GM who was in Australia (complete with bright morning sun shining through his window on the video chat).  While I was heading to bed after the event, he was heading out to the pool since the convention was then closed until Saturday morning in EST.  The scenario was set near his home in Australia and was quite a bit of fun (more of an action adventure than an investigation but a blast all the same).

There weren't enough gamers for my Saturday morning game and I decided to get some chores done around the house instead of looking for a replacement game (damn you real life!).  My second game was also CoC and again the players were scattered (we had at least two European gamers, one or two Canadians and the remainder were Americans from across the timezones.  This scenario was a traditional CoC investigation complete with horror, plotting, insanity, possessions and a last minute spell to seal a portal into our world!  [You're welcome, planet Earth.]  Another truly great game!

My Sunday morning GM was a no-show and since it was an 11am start (while most others were 10am) there weren't any other games to jump into.  By Sunday afternoon I had a home emergency (squirrel in the attic) but I also never heard from that GM.  And that is the one downside to attending a con from the comfort of your own home, it is very easy for real life to find you, much easier than if you are hours away at a convention's hotel.

The final analysis is this, when AetherCon rolls around again next year you should definitely attend.  They have a lot of little issues to smooth out but I'm sure they will.  There may have been some kinks but overall it was a great time!

So, did you attend AetherCon?  If so what were your thoughts?  Have to been to any other online conventions?  Feel free to comment below!

[p.s. if you'd like to review a game convention here on GCC, just reach out using the Contact Us form at left.]

Friday, July 20, 2012

Game Con Review: Dexcon 15

The GameWick Booth at DexCon
Well, another amazing Double Exposure run game convention has come and gone and boy was this one a doozie!  Five days of non-stop gaming and the biggest Dexcon crowd I’ve ever seen [and yes, I was at the first Dexcon in '92]. I attended this summer’s con as a part of the GameWick Games crew. I’ve been with GameWick for most Double Exposure's cons for the past three years. This year we were showing off GameWick’s hot new offering, the Zombie Apocolypse Game: Pittsburgh ’68. It was a blast! I ran 7 of the 13 demos for the weekend. Lots of players survived but plenty more joined the zombie hordes.

In between, I managed to get in a game of Castle Panic (we survived with two towers left), ran a game of WEGS Old Skool (Wingbit’s Dunge ‘o Doom where the players fled from a Minotaur and his undead band minutes before midnight [they claim it was so they could make the d20 burlesque]) and finished the weekend with a cool new horror RPG (link is to author’s blog). It isn’t published yet so I won’t go into too many details but it is a quick little system that doesn’t get in the way of a good story – and a good story we had – them nazi zombies and zombie minotaur didn’t stand a chance! [Anyone noticing a theme to the weekend?]

War Game Room at Dexcon
Overall there were an amazing number of events (over 1000 listed) including roughly 50 LARPs (some with out-of-this-world costuming), a board game room bursting at the seams, hundreds of RPGS and many more events. I do regret not poking my head into the war game room a bit more often but I did catch the setup of a hero clicks game with 3D scenery (including a couple of city blocks, a model of the Justice League and a third model of the bat cave)! Truly amazing stuff.

Double Exposure runs a fall game designers con in November called Metatopia and a winter con in February called Dreamation. I’m reasonably sure I’ll be heading to Metatopia (although there is the off chance I’ll head to Scranton for MepaCon (that same weekend instead) and am planning on hitting Dreamation come February. Can’t wait!

Anyone else hit a good con this month?