Conquest Wrap-Up 2009
Another roleplaying convention is over, it’s time to sweep up the mess and count the bodies.
First of all, my game:
Lucifer’s Mega Fun-Time Games of Strategy, Chance and Fortune was a game that I conceived while reading about game theory on Wikipedia.
The concept was that Lucifer would run a variety of clever games to confound his fellow demons.
Unfortunately, I didn’t spend nearly enough time in preparation, and it showed.
I ended up running a variety of fairly run-of-the-mill gambling games, overlayed with the barest of plot.
It worked best when the players got into their characters, but with very little happening to hang the characters on, this was rare and fleeting.
I was really happy with the game I ran at Arcanacon, and think that I am capable of writing and running a much better game.
To that end, and simply because I’ve come up with what I think is a good concept, I have already started working on a game for Arc 2010. It even fits the theme (For Science!).
The short time between Arcanacon and Conquest means that, if I want to continue to support both conventions, I need to budget my time better, and probably need to start writing for Conquest before Arcanacon even runs.
Having multiple projects at different stages of completion is a good way to keep the creative juices flowing, anyway.
However, considering my plans for Easter 2010, the chances of me attending the next Conquest are somewhere between “not likely” and “are you fucking kidding me?”. In fact, it’s unlikely I will be able to dedicate an entire four days to a con ever again. Life happens.
Anyway, this was meant to be a wrap-up of Conquest.
I ended up playing in 4 games: 1 tabletop and 3 freeforms.
The tabletop was Caine Chandler’s rather depraved take on the Cthulhu genre, Love Lies Bleeding.
The game encouraged players to slip into depravity and immorality, but I felt our session suffered from the fact that it was made up of four individuals, rather than a team of players who know each other well.
As a result, I think we were all a bit reluctant to take on the darker aspects of our characters, and we ended up only skirting the edges of the game’s abyssal potential. Still, great writing, and Caine is a consummate storyteller.
The first freeform I played in was Tales from The City: Apotheosis by Alicia Cameron and Simon Boot, a sequel to an earlier game that I had missed. There were plenty of references to the earlier game, from what I could tell, but I could follow the story regardless of not having played it. I enjoyed playing my character, who had a lot of emotional complexity as well as some truly weird happenings to deal with. The only thing I would want to change about how it was run would be how the information was doled out. The character sheets were very dense, and it was sometimes difficult to find the information you needed hidden in the bulk of the text. A summary of the relevant information for each character would have been handy.
I’ll skip to the third freeform, Aaron Fenwick’s continuing L5R saga, Death, Taxes, Blood and Honor. Now, I had played in the previous installment of this game, so I can even more confidently say that anyone who hadn’t wasn’t especially disadvantaged, yet watching the history unfold across multiple games is quite interesting. I have a similar criticism with this one, though, and that is that it wasn’t always clear from one’s character sheet who everyone was. And, one small but important bit of advice, make sure all your fonts are clear. Name badges where Rs look like Ns are sub-optimal. Otherwise, it was an enjoyable game, and I liked the fact that my character was peripheral, yet had plenty to do. An often difficult thing to achieve.
The other freeform I played was one of the best games I have ever been in. Mik Bonsall’s Project Eden had everything a truly great freeform needs – intrigue, deception, mystery, puzzles and multiple plot twists. The plot was convoluted enough that I had multiple theories about what was going on, and really started to feel the existential angst of it. Again, a great character, with complex emotional issues, which allowed me to explore anguish, pain, confusion, joy, anger and a quiet sort of madness. Excellent, excellent game.
Anyway, that was my Conquest. I did have a good time and, were circumstances different, I would certainly be happy to say I was going to go next year. As it is, I will most likely be on my honeymoon next Easter, but that’s another story.




