In March, I organized the Indie Hurricane department of the Portland area’s Gamestorm convention for the second year running. Last year’s hurricane was a polite little gale, fun but modest in size, and downright polite. This year it was a raging storm and a smashing success.
Our games took over the entire upper lobby surrounding our designated play room, with games swarming over couches and coffee tables. The enthusiasm and creativity was palpable as indie gamers from Portland, Seattle, Olympia, British Columbia and more rocked games that were by turns tender, silly, action-packed, and romantic. I was so proud to see our crew forming such an amazing and dynamic presence at the con. The Open Story Gaming Circles that we formed twice daily, where a bunch of facilitators each pitch a game and interested players break off into whatever game appeals most, served a valuable role in balancing spontaneity with structure, and seemed to do a marvelous job of pulling in new players. Many, many game tables seated a mixture of familiar and unfamiliar faces, all having a good time. The games I played in were phenomenally fun and rewarding.
Continue reading Indie Hurricane: a whirlwind of community
So, I went to GeekGirlCon earlier this month to help Tori Brewster and friends run a Story Games table. And we all had a blast! Some wonderful games played, with friends and strangers both.
But here’s a thing I noticed: TONS of people, including some of our own, when asked if they wanted to play, would ask “how long” and when told something like “2-3 hours,” would frown and go “never mind, I only have an hour.”
See, GGC isn’t a gaming con. It’s a panel and event con. Lots of people giving talks or Q&As in conference rooms on pop-culture and feminist topics, punctuated by the occasional concert or puppet-making session or burlesque.
So with all those other wonderful things going on, people don’t have time to devote their whole afternoon or evening to a game! They wanted to play something that lasts 30-50 minutes, so they could get to the next thing.
I have to admit, I felt a bit disappointed in myself. I felt like I was letting people down. They came to our table, looking for a new and exciting experience at this new and exciting con, and we had to turn them away? Weak sauce! I wish that I and my comrades could have blown each and every one of those eager minds with story games.
But we couldn’t, because our games take hours to play.
Continue reading GeekGirlCon and games in an hour
About a month ago I attended the Penny Arcade Expo with the final edition of my storytelling game The Dreaming Crucible.
Well, that’s not exactly true. It would be more accurate to say that I attended PAX while designing the Crucible, and spent the first day of the con finishing the game in my Seattle lodgings in time to release it in Friday evening at the The Dreaming Comics and Games booth.
In most if not all professional publishing models, this would have been impossible. If I didn’t have the game finished weeks ahead of the convention date, there’s no way in hell I could arrive on the scene with books in hand. Thank God I don’t follow a professional model.
I personally handled every step of The Dreaming Crucible‘s writing, design and production process. The only exception was the artwork of the talented Erin Kelso, the usage rights to which I secured via email. But I wrote the game myself, laid it out myself in Adobe InDesign, printed it at home on an inkjet printer, and assembled it myself using embroidery thread, a portable papercutter and scrapbooker’s glue. I did not employ a printing service or subcontract any design or proofreading duties. I did receive the generous help of friends who coached me on layout and art direction, proofread portions of the text, and consulted on game design aspects. Those I thanked heartily, credited in the book, and gave a complimentary copy of the finished product. But as much as possible, the Crucible was a one-man operation on a shoestring budget.
Continue reading This is what Indie Publishing looks like.