Showing posts with label conventions. Show all posts
Showing posts with label conventions. Show all posts

Wednesday, August 13, 2014

Five or So Questions with Avonelle Wing on Convention Organizing

Tell me a little about what you do as a convention coordinator. What's exciting about it?

What do I do? that's a very complicated question, because I wear many hats, and the list of things I do could read like a resume.
From the practical and very concrete perspective, my job is to make sure the resources are available for the convention staff to provide the most satisfying convention experience possible to the broadest segment of our population. Among the things I do are:
  • Remembering to buy the right envelopes (peel and stick, #10), card stock, poster board, tape, packing tape, duct tape, and knowing which brand and why.
  • Keeping track of ridiculous things, like remotes, wires, plugs, components - making sure everything gets packed to and from every con, and I know where each important piece is. all the time. 
  • Refreshing our extension cord supply. 
  • Counting bed spots accurately so senior staff and guests all have a place to sleep.
  • Soliciting and tracking prize support and library copies of games.
  • Keeping track of special guests and making sure they have satisfying experiences at the con. 
  • Maintaining a social media presence so the conventions are people, not faceless corporate entities to attendees. 
My brain holds a million vital little details that mean we don't ahve to reinvent the wheel. and we never have to deal with the experience of buying the wrong duct tape again. (the whole Big Board system fell off the walls at DEXCON. Within hours of putting it up. It's my job to remember that horror and to make sure we avoid it in the future. 1,000 events on the ballroom floor. oi.)

I talk to game masters. I help piece the schedule together (my husband does the lion's share of the scheduling and I still get a little swoony when I look at the sheer magnitude of the task he takes on every convention.). I coordinate staff.

On a more ephemeral level, I get to be part of the magic of our community. I am the welcome wagon - I notice when somebody is looking a little lost and I loop them into something exciting. I forge connections, solve problems. When somebody is in the middle of a devastating breakup and needs to hide, they end up in my room, because that's a safe place to hide and I always feed you after I scrape your sobbing self up off a hallway floor. Our conventions are described by lots of people in our community as "giant family reunions" and I get to make that magic happen. It's akin to being the eccentric aunt who rents the pavilion, hires the magicians and buys 100lbs of charcoal. The difference is that our community has chosen to be here. and I love them for that.

I get to facilitate our evolution. When somebody comes to me and says "freeform. it's a thing. we need more of it" I get to say "ok! fill out the form and let's do it!"

When somebody says "gender. It matters in gaming and we need to talk about it." I get to say "OK! space, exposure, attention. let's go."
18 months later, somebody said the same thing about race. "Great. Let's talk. Let's talk long and loud and let's get angry and let's do positive things to change our world. Let's go!"
We hear "old school roleplayers feel lost. we want a home too!" and we launch a convention within a convention to serve them too.
Our job is to be responsive and supportive and encouraging. and I think we do a decent job of it. It's exciting to me to hear somebody say "I want to..." and to be able to say "and I can help make that happen. I'm excited! let's go!"

I am often humbled, watching our community support each other. and I get to know that they've come together because I've given them the venue and the opportunity and the reason to do so.


What is the biggest challenge to hosting a con?
The biggest challenges of any convention lie in the unknowns - will the air conditioning be able to keep up? how many bottles of soda will we blow through this year? The system and process stuff? We've got that down, and it's entirely on us. Once you set the machine in motion, you become dependent on other people to see things through, and on the universe to cooperate.

I drove all the convention badges, the printer and all the other registration materials to a convention once through a storm system that spawned tornadoes. As I drove down the highway, I watched trees falling behind me - it felt cinematic and not as terrifying as it should have been. Those things, you can't plan for. You just have to keep your head screwed on straight and keep moving.


What do you think is the most valuable advice you could give someone starting their own event?
Talk to other local events. Make sure you're not crashing their party. Ask them about venues - sometimes there's a reason an event moved suddenly. Schedule so you're not stepping on anybody's toes. Ask for help - Double Exposure is always happy to help a small even negotiate for space and sometimes we even help staff for your first couple of years.

Figure out a reasonable budget and double it.

Carry the best insurance you can possibly afford. Wait. what? insurance? Yes, insurance. Trust me, it's worth it.

Don't run by committee. Take personal responsibility for things that go wrong and be generous in sharing the credit for things that go right.


What are your goals with Maelstrom and DEXCON, which are two wildly different cons?
Maelstrom is an experiment, and I'm still sorting out my goals. I need to go back to my brain trust and discuss what worked and what didn't, and to set community-guided goals.

DEXCON's goal is, always, to provide the most action-packed, diverse, intense, intimate five days of gaming anywhere. We've got the excitement of one of the mega-cons with the comfort and friendliness of a local con.


What's big for the next year for Double Exposure?
Big... I'm not sure we are ready for much bigger than 2014! We're up to four conventions a year of our own, plus we're doing the First Exposure Playtest Hall at Gen Con.

I'm just getting my feet under me when it comes to talking about the importance of social justice - of advocacy and representation. That has become a bigger part of Double Exposure's program over the last several years, as I've realized that we were above the curve, but had more we could be doing. the rest of 2014 and likely most of 2015 is going to be continuing to present the best possible product to our community while refining and advancing our approach to outreach, education and representation. I have so much to learn, and so many brilliant people to learn it from.

I have a still-flickering hope that we will be able to do a larp-oriented project in 2015, but that won't be decided until we've gotten home from Gen Con, at the soonest.

Why do you run these conventions?
Riding home from Gen Con last year, I found myself pondering the fact that these conventions - even with their stress, financial exposure, physical toll, worry and effort - are as close to worship as I come. We create a thing that is ephemeral. It's temporary, like a play, and when we're done, we strike the set and we go home. But while they exist, we create something that is as close to a Divine act as possible.

Conventions connect people in a very tangible way. We step outside of our daily lives and enter a space outside of time. We storytell - one of the most human and most sacred of acts. We trade pieces of ourselves. We laugh. we cry. We see friends we only see a couple of times a year, and we pick back up right where we left off. There's an emotional resonance to conventions that is unlike anything else I've experienced.

Also, it's safe place to be a nerd - to love My Little Ponies. to know the dialogue to every Star Trek movie. to remember every model number of every Terminator to show up on screen, ever. There's very little fear of mockery or disdain. As somebody who was vexed for being a reader, for being a nerd, for having a grown-up vocabulary, sometimes it moves me to tears to watch folks (often younger folks) come in - a little awkward, a little wound up, a little too much - and to see them unwind, slow down, find their own unique pace. We create a space where we protect each others' weirdnesses, and share them. It gives folks who find themselves on the fringe at school, at work, in their daily life, a chance to be in the middle of the puppy pile - to be respected, to acknowledged and seen and known.

It's a calling, and I've known that since I first walked into a Double Exposure convention in 1997. I welcome each new face like a companion on this path to carve out a spot of acceptance, creation and joy every few months.

Friday, June 6, 2014

Con Bags with Rob Donoghue and Monica Speca

I don't normally do multiple posts in a day, but I am so hyped about Origins next week that I couldn't wait to post this interview with Rob Donoghue and Monica Speca about their favorite con bags and accessories!


FROM MONICA:

Tell me about your favorite bags. What do you like about them?
I travel with a Samsonite Tectonic Large Laptop backpack. It is the best damn thing I have ever purchased for travel. The bag is big enough for up to 4 days' worth of clothes, (maybe even more if you're good at packing efficiently) has well-cushioned pockets for your laptop and tablet, and a number of sizable pockets good for stashing all your stuff. It fits nicely into overhead compartments, so is good for a carry-on, but is also small enough that you can cram it under the seat in front of you. When I get to the con, the backpack then doubles as a vehicle for, say, gaming supplies, or carrying a spare pair of shoes along if I'm in costume.
When I cosplay, the backpack is usually for my street clothes, my computer, entertainment for the plane (if I'm flying) and anything I don't need to check.


What about bag accessories - water bottles, detachable pockets, organizers?
I don't use many of these, but maybe I should! Usually I carry any personal effects (wallet, keys, phone) on my person in my pockets as much as possible.

When I cosplay, it's not uncommon for me to carry a small purse or to bring along the aforementioned backpack... and foist it off on a friend of mine who isn't in costume. This is often the Significant Other's job. I also keep all my makeup in a little bag that goes in my checked suitcase if I'm flying. There's nothing particularly special about it. It has a zipper and enough space for me to cram all the cosmetics I'll need for the weekend in there. Note to self, though: look into getting a water bottle - staying hydrated is incredibly important when cosplaying.


Any must-have con tools of the trade?
For a gaming or general con-going, I highly recommend a solid backpack (you don't say!) or a messenger bag - depending on what you find most comfortable. I have a bad habit of losing purses or wallets, but I've never left something like a backpack or messenger bag behind.

For a cosplaying, I must say that the most valuable thing you can bring with you is a buddy! It's a good idea to have a partner around to help carry your stuff, touch up your wig and makeup and make sure that nobody walks off with your personal belongings while you're posing for pictures - especially if your costume is popular. Having a friend along can also help you to feel safer and more relaxed in really crowded spaces.



FROM ROB:

Tell me about your favorite bags. What do you like about them?

I currently have two favorites. For a sling bag, I love my Redoxx Gator. It's blocky and smallish, but it holds a ton with a lot of protection. It's designed to carry a very flexible kit, including a big camera, which makes it very versatile. My backpack of choice is the Timbuk2 Q-Laptop bag. In addition to one of the best laptop sleeve designs I've ever seen, it's the perfect balance between storage capacity and staying slim. Honorable mention goes to the Timbuk2 Slate backpack, which is amazing, but it can actually hold too much stuff, which is a problem.

The biggest danger you'll run into with a con bag is that you *will* fill it to capacity, and if that capacity is huge, then you will *kill* yourself walking around. So whatever bag you like, try to go as small as you think you can manage.

(And if you're uncertain, get a backpack. Your back will thank you. There are a million great brands these days, but don't buy based on reputation or what works for other peoples. A good backpack is like a pair of shoes - you need to try it on and choose for comfort. Bring your kit to a sporting goods store and load up whatever bag you're looking at, load it up, and walk around. The folks at the store will understand what you're doing, and you'll find something that actually suits you.)


What about bag accessories - water bottles, detachable pockets, organizers?

I have a few bags that use the MOLLE system of tactical loops, but I mostly just use them to hold pens. I know some people swear by them, but I am very nervous about having things clipped on the outside of my bag in any crowded venue. There is simply too much jostling and bumping for me to feel comfortable.

Instead, I am a huge proponent of using smaller bags and containers *inside* my bag. Exactly what kind doesn't matter - get what you like and what you can afford, and the distribution depends on your needs but, for example, I have in my bag:

* A very durable pencil box with all my writing utensils
* A zipper pouch with all my cables
* A dice bag
* A zipper pouch for index cards and tokens

This means that it's easy for me to change bags if I need to, and also makes it easy to find things, since the only things knocking around loose in my bag are books, notebooks and other easily grabbable things.

If you have a water bottle pocket in your bag, then use it, but do so carefully. Make sure that the size of the bottle matches the size of the pocket well enough that it won't EVER fall out, even if upside down. If it's not that snug, then don't carry it full - just use it to drink from when you find a water source. Similarly, use something that can take abuse. A leak is a real problem at a con.


Any must-have con tools of the trade?

* At a big convention, check the convention swag and see if they're selling branded badge holders. if so, take a good look. Sometimes they're cheap and decorative, and you can ignore those, but sometimes they've got enough storage to serve as extra pockets. If you can find one of those, BUY IT. You can often run an entire con out of one of those things.

* Bring a travel power strip. Your hotel room is not going to have enough outlets for all the nerd to charge all their toys, to plan for this.

* Poo-Pourri works. I will not delve into the details of this, but if you are sharing a room, your roommates will thank you.

* Bring quarters. A lot of randomly useful things, like lockers and carts and vending machines can be real lifesavers, but only if you have quarters to use them

* Inexpensive business cards are trivial to make these days, so feel free to bring some, but if you do, think about how you want to use them. There is a difference between "Find out more about me and my brand!" and "You are awesome, we should be friends". That doesn't necessarily mean you need 2 cards, but it does mean you need to think about how you USE your cards.

* Bring handi-wipes. If you don't need them, great. But if you do, then you will *NEED* them. Little pump bottle of hand sanitzer is less dramatic, but equally useful

* If you pack anything liquid (like hand sanitizer) put it in a ziploc. As noted above: Leaking is for the birds.


Thanks to both Rob and Monica for their answers and info! Super cool!

Wednesday, June 4, 2014

Five or So Questions with Moyra Turkington on Fastaval

Tell me a little about Fastaval. What's got you excited about it?
Fastival is a roleplay and boardgame festival that takes place yearly on the Easter weekend in Denmark (since 1987). New scenarios and board game designs are premiered there, and it is also a friendly competition. This year there were about 700 participants in attendance, playing 34 scenarios and 13 board games that were making their debut.

It was very exciting to have our own game on the program, and to travel there to see it live. They have a phenomenal culture of service and feedback happening in the Fastaval community – I’ve never seen anything like it. Every single person who lays eyes on a game – from the players to the GMs to the Jury who select the nominations for the Otto (Fastaval’s golden penguin equivalent of the Oscar) take the time to provide plentiful, constructive and really remarkably articulated feedback to the designers. They have whole subcultures of support staff that work tirelessly to make the venue happen: maintenance crews, Food and logistics volunteers. informational squads, and a fleet of translators for us international folks.

And the games were phenomenal!


What did you find most valuable about Fastaval's feedback process?
So many things! Because it is a place where giving feedback is an integrated part of the process, a lot of the feedback was extremely articulate and thoughtful. Because there was so much of it at once we could easily identify trends that would indicate a systemic issue vs. a place where one individual play style didn’t work with the game. Most importantly because there were so many runs happening in so short of a time, it really allow you to measure the breadth of the game and understand how many different stories it could tell, and how reliably. It’s definitely a design process that gets me excited and that I would like to explore again.


What game did you take to Fastaval? Tell me all about it!
Run Them Again is a scenario for five players and a GM. It’s a science fiction space drama about the indifference of the systems we live under, and the cold equations of life within their grasp. Essentially, it is a labour drama; It came out of a conversation Brand and I had when driving through rural Newfoundland, a place that was devastated in economic collapse once in the 70’s and again in the 90’s when the Atlantic northwest cod fisheries bottomed out.

We talked about fishers and farmers and miners and labourers. We talked about my dad working high steel and his dad having to pick up work as a janitor for a while. We discovered we both had mining in our blood: one of his great granduncles died in a cave in. My grandfather went into coma after three tons of rock ruptured his spleen and stayed there for three days till he was dug out. My grandfather’s cave-in resulted in safety reviews, Brand’s granduncle’s death resulted in union strikes and a resulting massacre. We talked about how random that felt. And we made this game.

The characters are long haul space miners, working much like deep sea crab fishers do... going on long dangerous runs to mine valuable minerals from asteroids on ships that have seen too many runs for wages that are shit but the best they can hope for. They wake from cryosleep to find something has gone wrong with the ship, and they have four hours to help right the course and save their lives as the universe gives not one fuck about them.

I was very nervous about designing a new style of game (Danish freeform) for an audience that I had never met before. It was also the first fully co-operatively designed game together. I was worried with all those unknowns that the Fastafolk might look at us like crazy North Americans (that we are), but the game was a hit! The players really enjoyed it, we scored two nominations (Best Storytelling and Jury’s Selection), and took home an Otto (Fastaval’s answer to the Oscar)!

I’m still blown away.


What did you find useful about the logistics at Fastaval?
It was a well run machine – there was always an answer in support of a game or event... and it seemed that no one minded pitching in on the work. Some came just to be part of the work! A side note on our logistics is that the Østerskov Efterskole made itself available for people to stay and we got to take a tour. This is a high school who’sentire curriculum is based on roleplaying! They play everything from steampunk to historical re-enactment to crime dramas and learn all of their math, natural sciences, languages, ethics, history... all of it through larps. They have a full medieval town on the school grounds! It was phenomenal. I can’t imagine what life would be like now had I been able to attend a school like that.

Are you planning to go back? What are you looking forward to doing next time you're there?
Yes! I hope so. It was amazing fun and full of creative energy and I met so many amazing people doing so many amazing things. I’d look forward to seeing them again, and having the chance to be part of that community for another glimpse in time. I didn’t feel like I had enough time to talk to anyone!

Tuesday, February 25, 2014

Clash Playtests at Dreamation

(scheduled post - wrote this late last night. Sorry for the delay!)

I playtested Clash twice at Dreamation!

It was so scary, honestly. I am still learning, slowly, how to playtest and how to facilitate games. This was a huge step for me to run Clash in an environment like this and take feedback.

The first playtest was, I think, successful. I give you my confusing notes!

The story:
Two factions who fight each other lorded over by one occupying power called the Alliance. Players lived in a city that was once two cities, but is now one. There was a freedom fighter, an honest day laborer, a cheesemonger, a transport driver, a bodyguard, and a rogue cop. We had this awesome super mundane conversation between the cheesemonger (me) and the day laborer about how the laborer was working too much and not spending time with family. We also had an interrogation of the driver by the bodyguard. The freedom fighter blew up a bunch of outposts, one side hid a bomb in my cheese, and it was altogether pretty great.

Feedback included:
+ Unique stories.
+ World questions and character questions are effective.
+ Enough NPCs/components that it is clear but not overwhelming.
+ Visual presentation is great.
+ The mundane is possible.
+ Relationships on both sides.
+ Teams are great.
+ Signatures, stakes, and locations interacting is great.
+ Had scenes with this game that player didn't think would happen in other games.

- Starting scenes (team scenes) are a little weak.
- Scenes sometimes feel disconnected from the World/not enough World interaction.
- High cognitive load at start of session.
- This is a long term game so may need adjustment for cons.
- Compromise is penalizing.
- One player in particular didn't like the Avoidance mechanic.

A few notes:

Compromise is supposed to be penalizing. You can compromise, which gives you a narrative win, but there is a mechanical penalty because the World doesn't want peace.
I definitely intend to make adjustments for con vs. long play.
I need to rework the starting scenes or offer better guidelines.
I need to formalize the visual presentation.

The second playtest also went well! More confusing notes to follow.

The story:
The Technocrats party and the Libraritarians (yes, I spelled it right) were preparing for an election. We had a young upstart politician, an agendered honorable representative, two older and kind of crotchety politicians, and two young interns - the eager beaver and the reluctant resume-filler. We had the old politicians agree to run a clean campaign, but then both sides went behind their back and tried to do it dirty. One politician managed to dodge with Avoidance to keep another player from finding incriminating evidence against them, and another won over the media. The eager beaver got hit by a car after a date with the reluctant resume-filler, but the final scene was an adorkable awkward kiss between the two interns.

Feedback included:
+ Very different game from session to session. (One player observed session 1, but played session 2.)
+ Clear and simple, but not predictable.
+ Avoidance is really great. (Called "innovative" and "hot" - made my day.)
+ Compromise is really good.
+ Questions work well.
+ Script Change mechanic (Rewind, Fast Forward) is excellent.
+ Ritual of structure/physical layout is great.
+ World creation went smoothly with no GM or facilitator interference.

- Very quick movement through scenes (we had some really aggressive scene framers, which was both good and bad).
- Not sure what niche is filled with the game.
- Factions have no stats.
- NPCs are sometimes tangential - need more interaction.
- World is not pushing hard enough.

A few notes:

The factions do not have stats, and I don't think that will change. I do think that Stakes need to come into play more, which they didn't in this session at all.
In the text, NPCs are tied to players. In this session, I tried not having them tied to players. This was a mistake.
For con games, based on both playtests, I think the format should be two scenes, World table, one scene, epilogue/vignettes. I need to try this out.
I want to look at the World and see if there is something I can do to make it bite more - maybe have it rolled more often.
One problem that came up was how people were handling personal goals. I need to make it clear in the text that personal goals can be solved either player to player, or in narrative scenes where you pay the World, no other methods.
This session reminded me very sharply of why Avoidance is staying a mechanic and why I originally wrote it. It was used brilliantly and to great effect.

Overall I'm pretty happy with the sessions. I think I have some tweaking to do but I think the game is strong, and I got a lot of great feedback.

Yay!