LET’S TALK ABOUT THIS CON GAME THING PART 2 THE CHALLENGES OF PLANNING PUBLIC GAMES

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Part 3, Part 1
In my last article on con games I talked about my experiences playing at Gen Con, and designing two con game modules with a focus on making them approachable to new players at Valor Con.  I’ve talked a lot about the fun, exciting aspects of the con game format, but con games also come with some very unique challenges that I think are worth exploring.  The con game format turns the subject of the Social Contract between gamers that is being explored in depth in Scott E. Vigil’s series on the subject on its ear, and much of that is connected to these specific challenges.

Scott talks in his last article about finding a space that’s acceptable to everyone, and choosing a game that everyone wants to play.  At a con game all of those questions are swept away.  The con tells you where you will be playing, likely including a specific table assignment.  Whoever submitted the session pitch to the con decides what game will be played.  This person may or may not be the storyteller.  So in many ways the social contract for these games is templated and packaged for you when you take part in a con game.  One of the topics Scott mentions in his first Social Contract of Gaming article was very much in play at my Valor Con games though, “Are there any topics or themes that are to be off limits in the role-playing setting?”.

There is a lot of talk in all corners of the internet about representation in media, both the need for more representation, and the damage that can be done by poor representation of groups that have a history of being stigmatized by negative stereotypes and systematic oppression.  The tension between representation and quality representation weighed much more heavily on me than it normally does when I’m planning a game.  The potential for sloppy representation to cause damage either through someone feeling unwelcome at my table, or by reinforcing a negative stereotype, albeit unintentionally with a completely random group of players is significantly higher than with the troupe I usually play with.  I know my friends well and have an understanding of how they will engage with my content.  At Valor Con, I was walking into a situation where I would be running Wraith: The Oblivion, which is one of the darkest games I have ever played, with a completely unknown group of players.  As I developed my modules, the complexity of these dynamics became abundantly clear to me.

Zero to None by Lydia Burris
Zero to None by Lydia Burris

For readers who are not familiar with Wraith, you play ghosts who are still tethered to Earth by some form of unfinished business, which is a classic theme in ghost stories from several different cultures.  The society of the dead though, is something entirely unique to Wraith, and poses a series of significant problems for the type of game I wanted to run.  Wraith society is based on an economy of souls.  There is a vibrant slave trade, and the vast majority of “physical” items in the underworld are made of smelted down souls.  While it appears at first glance that this is cheap shock horror, there are very compelling reasons for this atrocity, and the game is deeply founded in inspecting the human potential for atrocity in high definition, and really grappling with it.

I am the only person in my immediate gaming circle who has ever run Wraith for more than a few sessions, so I know the lore fairly well, and I love it dearly because I love stories that shine a stark unflinching light on the darkness inherent in the human soul and don’t give into the aggrandizement of “humanity”.

I wanted to set the game in my neighborhood of Uptown, Chicago because Valor Con has a very strong local Chicago brand and I wanted to incorporate that brand into my games.  Chicago is one of the most segregated cities in America, except for Uptown.  In a city where almost everyone lives around other people who look more or less like they do, Uptown stands out as a diverse neighborhood with representations from a variety of nationalities, sexualities, and economic classes  This is a big part of why I love living in Uptown as much as I do and I really wanted to highlight my neighborhood.  I wanted to tell a story about Wraiths from the different generations, and communities that have built Uptown into the neighborhood it is, and who have connections to major changes in Uptown’s history.  There is a large African immigrant community in Uptown and I was halfway through making the character I wanted to represent the local African Diaspora community when I stopped typing and thought about the core themes of Wraith and how they could very problematically interact with an African character.  This was the weekend before the convention and there was no way I had the time to redesign everything before the Con.

uptown-theater
The inside of the Uptown Theatre reminds us what the shadowlands must be like.

My game focused very specifically on soulforging and the commodification of souls that is common in the underworld.  I wasn’t playing with the themes in Wraith that half justify those actions because no one is entirely good or evil in the Underworld.  I was approaching soulforging and the Thrall slave trade as intrinsic evils, but I was still incredibly concerned about the story I was about to tell.  I decided that I didn’t want to back away from the core themes of Wraith or accurate representation of Uptown because I was walking into difficulty territory.  It was time to hold myself accountable to telling this story, even in a public venue like a game con properly.  So the first thing I did was put a content warning at the top of the setting writeup that read:

wraithoblivion2ndlogoThis is a game that deals with incredibly dark societal themes.  It is fundamentally a game about the atrocity that lives deep in the human soul and can never be truly excised, it can at best be vigilantly managed.  These themes include slavery, murder, xenophobia, and a literal commodification of the human spirit.  I tried very hard to balance representing the myriad communities of Chicago’s Uptown neighborhood, where this session will be set, against those themes in an honest and respectful way, while leaning into the full atrocious horror that defines Wraith.  I am open to critical feedback of areas where that goal might not be fully realized in these writeups, or in how the session ends up playing out.  Please know that if you read the rest of this setting and the character writeups and would rather not engage in this session that is fine.  If you want to engage, but would rather I downplay certain themes I am also 100% fine with that conversation as I feel it is essential to any positive Wraith experience.

I know some people are not fans of content warnings, and I don’t want to open that whole conversation here, but in a con game setting where people want to have fun, and by the nature of the format may not know anything about the games they are sitting down to play, I feel this kind of notice about the primary themes being tackled is appropriate.  This also made it clear to my players that I welcomed them bringing up concerns as the game session went on.  When we sat down to play the game I explained the specific thematic juxtaposition I was concerned about.

I also went through my session plan before the con and made sure I wasn’t aligning the themes related to the commodification of human soul with my PC’s identity as a Black woman.  While there were abductions, and soulforging of clearly unwilling victims in the game, they did not reflect any particular racial makeup, and as I opened my game session with a frank conversation about the themes I would be exploring, I felt I had prepared the most inviting space I could for this kind of horror session.  I was entirely prepared to improv changes to the setting if anyone felt uncomfortable.  As it turns out, no one did.  We had a dynamic session, where the diverse relationships the characters had with the story and the setting came into play surprisingly well for a one shot game.  It is worth nothing, the players ended up being all white men, but they were all very positive about the fact that I opened the game the way I did, and I received good feedback on how I structured the session.

Ironically, despite the content being seemingly less fraught than the Wraith game, I ran into more tricky game dynamics in my Changeling session than I did in my Wraith session.  My Wraith game ended up being an excellent example of how to plan navigating difficult content in advance.  In my next article I will talk about my Changeling session and how I went about navigating unexpected player discomfort mid-session, and what I will be doing differently in future con games based on that experience.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school.  He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since.  He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga at http://redcircuitry.blogspot.com/.  He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit.  During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

LET’S TALK ABOUT THIS CON GAME THING PART 1 THE ELEVATION OF THE ONE SHOT GAME

the_players_guide_to_the_sabbatPart 2, Part 3
Most gamers with meaningful RPG experience have done one-shot games at some point in their gaming career. You and your friends are hanging out, you want to role-play, but no one has a game prepped. So you either pull out a quick module or someone says, “Eh I can wing it, slap some characters together”. My first one shot was a Sabbat game where we rolled dice to randomly choose a pre gen from the first edition Sabbat Player’s Guide. I ended up pulling the Ventrue Know It All. I have never been quite so frustrated with a stat sheet before, but it did push me to creatively work with the resources at my disposal.

One-shot games tend to be light on narrative, and heavy on ham fisted quest givers because everyone wants to get right to the meat of the session. You only have one night to enjoy the experience after all. That said, one-shot games do vary in composition. If everyone is experienced, maybe they make their own characters very quickly. Maybe you end up using something like the new Ready Made Character books from Onyx Path and already have structured character relationships, something that was never available back in the day. Ultimately, they tend to be fast, loose, epic romps; because, who cares if you die, you weren’t going to play that character again anyway.

That was my experience with one-shot games until this past August when I attended Gen Con for the first time. Gen Con was my first full blown game convention, and I played in two con games that weekend. The first was a Changeling: The Dreaming session, and the second was a Numenera game. In many ways they couldn’t have been more different, but in a few specific respects they were more similar to each other than any other one-shot games I had ever played before.

The first, and most obvious similarity that separated these games from my previous one-shot experiences was the majority of the players did not know the game world. Cons provide a unique opportunity to have someone else teach you a new game system. When you’re somewhere like Gen Con you can get a lesson in just about any game system you want. For the Changeling game I was the only person with direct Changeling: The Dreaming experience, though everyone was familiar with the Storyteller system in one form or another. At the Numenera table I was in the I know nothing about this game camp, and I believe only two of the 5 player troupe had direct Numenera game experience.

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I believe the other similarities between these games were related to this dynamic. The players at both tables threw themselves into the game in a way I had never experienced before. I am used to the player makeup that tends to come together in a home tabletop environment, the standout domineering player, the rules lawyer, the timid player who doesn’t really know how to influence the narrative, the stat obsessed character stereotype. We’ve all had players at our tables that fall into these all too familiar archetypes. Neither of these con games worked that way, though. In each con game, every player found a space to have really standout moments, and everyone kept up with the breakneck pace of the sessions. I immediately knew I was hooked on this format.

Shortly after GenCon I found out my hometown of Chicago had a brand new game convention called ValorCon, just moving into its second year and they were still accepting Game Runner applications. So I decided to take a stab at running a couple con games. My pitches were accepted after almost being lost to form submission limbo, which I was phenomenally excited about. The two GenCon sessions I attended suffered from opposite extremes in terms of what was good and bad about them, and I wanted to try to capture the best things about both sessions.

Changeling the Dreaming

At the Changeling session we all made our own characters, the only hard copy of the book was brought by a player out of pure luck. The storyteller only had a copy of the game on his phone that he passed around the table. Needless to say this made going through character creation and gaming with players new to Changeling difficult. However, he was a stellar storyteller who thought incredibly well on his feet. We went very off the rails compared to previous groups that he had run the same scenario for but he was always ready with solid scenes and an excellent dramatic dynamic.

Numenera

The Numenera game I attended had an incredibly well prepped GM. He had character templates, and all the powers were on our stat sheets. Our characters had pre-existing relationships with each other which made diving into the session very smooth. The problem was, when we went off the planned course of the module he was completely thrown for a loop. The players in the Numenera group were energetic and dynamic, and we were raucous and disrespectful to his NPCs in a way he was not prepared for. The game didn’t fall apart due to his more structured GM style, but it definitely hurt his ability to keep the pace of the session moving.

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My ValorCon Sessions

When I sat down to create my modules I wanted to craft something that would let me get the most use out of my 4 hour sessions, and let people focus on really learning the system without books and character creation getting in the way, but I also didn’t want a module so rigid that the players wouldn’t feel like they had agency. So I decided that instead of using a pre made module, like the Numenera game I played in, I’d create the setting and modules myself, with characters that really fit in that setting. I put together character packets that included backstory, the character sheets, and printouts of the powers the characters had access to. However, I did not plan any scenes past the first two of each session. I laid out what was happening in the background for myself, and the player’s’ relationships to the action of the game, but I left the direction of that action to the players.

The resulting game was incredibly accessible. I had at least one player in each game with no prior White Wolf experience, though everyone was an experienced role-player. I gave a crash course introduction to the dice systems, including a house rule I use for initiative and defensive actions. All of the players took to their roles immediately, and even the ones who had never thrown a fistfull of D10s before made dynamic use of all of their powers. Especially in the Wraith game, where the players were juggling mixed motivations due to their shadows, and two sets of powers, I was incredibly impressed at how smooth game play was when I provided each player with exactly what they needed to play.

Having now played and run con games, I can say if you haven’t taken the dive and attended a game con you should make it a priority. They create a unique space for gaming experimentation and provide really dynamic opportunities to experience new game systems. While running my ValorCon games I encountered some very unique challenges related to the public nature of the sessions, and being unfamiliar with my players that I will be detailing in later installments of this series.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school.  He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since.  He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga at http://redcircuitry.blogspot.com/.  He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit.  During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.