BIG BAD CON 2014 – Part I (Friday)

Once again this year Sophie and I attended Big Bad Con, and I thought I would give a brief recap (in three parts)

FRIDAY AFTERNOON GoD DUTY:  Puppetland and Fiasco.

I love Games on Demand.  It is a far, far better concept than plain old vanilla open gaming, and one that I think every gaming convention in the known universe should adapt because it just bloody well works.  Particularly for conventions like BBC, where regular game registration is done ahead of time via the internet, and the whole schedule is filled up within 5 minutes of registration opening, assuring that there are plenty of games available for people who didn’t happen to have that particular 5-minute time slot in their lives empty enough to spend it hitting “refresh” 10,000 times.  Games are ready in advance, there are signs up, and people just need to walk into the room and take a quick glance at what’s available.


I have this strange proclivity for wanting to run little-known, unusual, or out-of-print game systems at conventions.  Part of this is contrariness, and part of it I attribute to seeing endless lists of D&D games at previous conventions and wanting to give convention goers a choice.  So for Games on Demand I brought four games – Puppetland, Omega Zone, my own Brotherhood of the Rail, and a couple of Fiasco playsets as a safety net.

I’ll be mentioning this a lot during the next few posts, but I have to say that BBC players are fantastic!  I love them!  I sat at the table, some players sat down, and away we went like a whirlwind.  My group of players decided to tackle Puppetland, and they were good!  I had one player who had only been roleplaying a few months, but it didn’t matter – the enthusiasm and creativity bubbling around the table took on a life of its own immediately.  I was riding a tiger, hanging on for dear life just to keep the plot up to the characters and having the time of my life!

For those of you who don’t know it, Puppetland is a purely narrative game – what you say is what you say.  Players speak in the first person (“I throw the candy at the nutcracker!”) and the GM in the third person (“Huggins flung the hard candy at the Nutcracker, smashing it’s wooden jaw!”)  It took a little practice, but everyone picked up their narrative manner quickly and in short order the group had crossed the Lake of Milk and Cookies, rescued an endangered puppet from the Nutcrackers, been betrayed by the pirate Captain Ruddypants, defeated him and convinced him to help them, snuck into Puppetown, defeated two of Punch’s boys, and rescued the pirate puppet crew of the Good Ship Rootbeer Float!  Wowee!

After that breathtaking game we tackled the “Dragonslayers”.  I only had one player who had ever played Fiasco before, so the game followed the predictable “new player” trajectory, with players being a bit tentative at first while they tried to figure the system out in the first act, and then – having figured it out the second round of Act I – going at the game premise like bloodthirsty cannibals during Act II.  We had brilliant scenes like one character running off with the treasure, pursued by one of the dwarves, and dropping coins behind him that the miserly dwarf was compelled to stop and pick up…  followed closely by the scene in which a party of low level adventurers intercepted the trail of coins and began following, increasing in level every time they picked up some more money.  The game ended in the predictable way – with one character being eaten by the cannibalistic purple lizard men, another one being mugged by the party of adventurerers with a wand of level draining and being reduced to first level again, one character retiring from adventuring as a drunken, broken husk, and the “quiet” player making off with the vast majority of the gold and success.  Win once again!

During this time Sophie was off running a game of Atomic Robo.  I’ll link to that once she has her tale written up.

FRIDAY EVENING:  Everway, the game I was afraid of

I was apprehensive about my Everway game, that I was running on Friday evening.  Not sure exactly why it was Everway that I chose to be fretful about, but it appears to be in my nature to have to fret about something, and I suppose it was better that I fretted about Everway than the game I was going to run on Sunday afternoon, so at least I could get the fretting out of the way early.

Everway is another one of those very narrative games, and I had planned on making it super narrative by limiting the use of card deck resolution to times that seemed highly dramatically appropriate.  I also decided to go more sandboxy than I usually do in a convention game, so instead of writing a bunch of notes up, I pulled some cards that I liked out of the deck, strung a few of them together into the idea for a plot (along with a quick draw from the tarot deck), put some others aside for visuals and for some minor encounters to throw in if the pace of the game dragged and I needed to throw in something exciting, and just trusted to my players to do the rest

And they did.  And it was glorious to watch. to facilitate, to be a part of.

This was my one “serious” game of the weekend, and took the form of an investigation.  And investigations always get a bit pokey at some point or another.  But it was Friday – everyone was enthusiastic enough and had sufficiently high energy to carry the game over the less dramatically thrilling part.  The players gave good thought to problems, worked through some ethical dilemmas, rescued a child, assisted the Unity Mages, defeated the Thieves of Essence, won the Unity Rose, and were off to defeat Alurax (well, that last is definitely a story for another day).

FRIDAY NIGHT:  The Hotel Room

We had a hotel room at the convention for the first time this year, and it was quite nice – large, comfy bed, little tiny refrigerator, and most importantly it was not a 40 minute drive away in the middle of the night.  Convention experience – plus 1,000 points!

FRIDAY:  Lessons Learned

Once again I learned the lesson of really being a fan of your players, and saying “yes” to them.  I’m going to save my prime example of this until tomorrow so I don’t beat on it endlessly, but there were a couple of times that I had a choice between saying “no” to a player and sticking with the system and rules, or saying “yes” and letting the player do something kickass, and I was well served by saying “yes.”

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Big Bad Con 2014 – the short form

I got 28 hours of gaming out of this year’s Big Bad Con.  I’ll discuss it more later but here is the brief rundown -


Friday afternoon – ran Puppetland and Fiasco.  Puppetland was hilarious and Fiasco was, well, Fiasco (we used “Dragonslayers”)

Friday evening – ram Everway.  Great players, fun game.

Saturday morning – ran Omega Zone.  Hilarity ensued.

Saturday afternoon – played in Sophie’s game of Tien Xia.  Kicked ass.

Saturday evening – ran Bulldogs.  Laughed so hard my sides ached.

Sunday morning – played in Sophie’s Firefly game as Mal.  Did Captainy stuff.

Sunday evening – ran Cat for Fate Accelerated.  Rodents suffered.

All in all – ran 20 hours of games, and played in 8.  I know of no other convention where you can pack that much gaming into so short a period.

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Fed Up With Gamergate



OK, I have had it with Gamergate discussions.

I understand that you may not like Anita Sarkeesian. You may think that some of Zoe Quinn’s personal choices were not to your liking.




Tell it to the effing hand.

This stopped being about any of that stuff, or about pro and con arguments about feminism in gaming, when critics began THREATENING TO RAPE AND MURDER PEOPLE AND BLOW UP AUDITORIUMS. That argument is done. Over. Finis. The period has been added to the discussion and it is full stop, move along to the next paragraph. The end.

In the future I am not going to put up with any sort of wishy washy “This is terrible and no one should have to have this happen, BUT….” I don’t care what the “but” is. There’s no equivocating on this issue. There’s no justifying, explaining, or rationalizing. People who threaten the lives of Anita Sarkeesian, who post private photos of Zoe Quinn, who for-the-love-of-god threaten massacres rather than let them speak are WRONG. They are scum, dirtbags, terrorists, vile and hateful individuals. And if you can’t say that without also feeling the need to post your critique of Sarkeesian or Quinn or the others – SHOVE THE FUCK OFF.

You aren’t a supporter.

You aren’t a sympathizer.

You aren’t helping.

You’re just a sleazy little dirtbag trying to slip a dagger into these women on the sly by flying a false flag.

Piss off.

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Because of a last-minute cancellation, I volunteered to run “Bulldogs” at BigBadCon this weekend, in addition to my other games.  I just finished making up the character pregens and thought I would put them up.


Candy Razzle, Ship’s Attorney

Gun, Ship’s Security Consultant

Hamilcar Prioc, Ship’s Roustabout

Gearhead, Ship’s Maintenance Droid

Splurb – Loss Mitigation Consultant

Wilhelmina Pax – Executive Officer

The ship

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PFS Redeemed (mostly)


Yesterday I went to a Pathfinder Society event at Endgame.  Those of you who follow this blog know that I have been having a love-hate relationship with Pathfinder Society since Pacificon.  I had a terrible time at all the PFS games I played there, witnessed some very bad GMing, and the aftermath has been reverberating through my gamer psyche ever since.  But throughout it all the nagging thought has been in my head “A lot of people do this regularly.  It’s popular enough that there are multiple weekly events at not one but several FLGS.  At Pacificon there were more PFS events than the entire rest of the roleplaying track combined!  I have GOT to be missing something!”

So I decided to give it another try.  I can’t get to the weekday events due to travel conflicts with Sophie, but this week there was a Sunday event.  I signed up for it and off I went.

I arrived half an hour early and found a few people already waiting for the doors to open.  It was clear that a lot of these people knew one another, as there were numerous ongoing conversations – mostly having to do with feat combos, published campaigns, and PFS modules that people had run/played in.  No big surprise there.  Folks seemed polite but a bit distant and I spent a lot more time just listening to the conversations of others than I did participating, but it was clear that these people were really into Pathfinder.  I overheard at least one say that he played in three campaigns a week and regularly attended the PFS events at both FLGS and (other) FLGS.  They knew the game backwards and forwards it seemed, and mysterious acronyms like BAB and CMD  were peppered throughout the conversation.

At 10:00 am the doors opened and we all went in.  Immediately I noticed a change in attitude towards me.  As soon as I was in the gaming area and it was clear that I was here to play, people became more outgoing.  I was suddenly not a random dude standing outside a game store, I was a Pathfinder player.  I was in their world.  Again, people seemed to know one another and there was lots of friendly chatting and joking around.  It was a really good, friendly, cooperative vibe.

FijitMy first game (“Trial by Machine”) I was able to play my PFS character, Fijit the gnome sorcerer illusionist.  Unlike “Legacy of the Stone Lords” I went into this game with enough gold to get some decent gear and a couple of wands using prestige points.  Also, this time I knew what I was getting into – I was taking a gnome illusionist into an adventure that would be chock full of things that were totally immune to illusions.  But I had my wand of Magic Missiles and a wand of Cure Light so I figured I could still be useful.

And I was.

One thing about PFS games is that in terms of characters you take what you get.  None of this “balanced party” nonsense.  For this game we had (as best I can remember) – three fighter types (a fighter, a barbarian, and a gunslinger) and two sorcerers.  With the exception of the gunslinger, we all proved to be woefully inadequate to deal with the stuff we were encountering – nobody spoke goblin, nobody had disable device.  I’m not sure whether the other sorcerer was as gimped as Fijit, but I don’t think he cast anything but cantrips the entire session.  Luckily for us our gunslinger was able to do absolutely ridiculous damage with his musket and bailed us out of some otherwise difficult fights (more about this later).  Our half-orc and barbarian had INTs of 7 and were happy to bumble into traps, pull levers, and absorb damage.  Everyone was jocular and high energy and just a little crazy in that good, happy gamer way.  I was amused to find my sorcerer in the role of party healer, basically reduced to a transportation platform for a wand of “cure light wounds”.

I will say it once again – “Year of the Sky Key” is going to be a rough one for gnomes.  Of all the encounters that we had to actually fight, every single one of them was at least partially resistant to my “Color Spray”.  None of the fighters in the party was any good at “Bluff” so “Dazzling Blade” also turned out to be pretty useless.  Of my six spell slots, I wound up casting only two during the course of the game.

But that was secondary.  Everyone was nice to me, everyone helped me when I wasn’t sure about the system, and everyone was sufficiently at ease to crack jokes and engage in the occasional table talk – which the GM did not discourage, frown upon, or lecture us about.  We were congenial, we had fun, we beat up some monsters, and we got some treasure.

After a break for lunch, we all came back and I got into a second game.  This game was too high level for Fijit, so I had to play a pregen.  Unfortunately, I hadn’t given the matter much thought – I figured that I would tale a pregen based on what the party needed, but didn’t count on the GM not having copies of the pregens.  In the end I only had two pregens to choose from – a wizard or a ranger.  I picked the ranger thinking it would be easier to play and wouldn’t step on the toes of another player who had a wizard.

This.  Was.  A.  Mistake.

I had the same player with the same gunslinger in my party for the second game (he went up a level as a result of the previous game) along with a cleric/priest of some type, a fighter/bard who had a STR of 21, and the aforementioned wizard.  The GM, it turned out, was running on about 3 hours of sleep, and started running out of energy in the afternoon warmth of the game store.

At first glance my character seemed kind of awesome.  Dwarf, heavy crossbow, able to shoot into melee, did extra damage on crits, could reload as a move action, 1d10+1 damage, badger companion.  This turned out to be deceptive however, because…  robots!  Yes, we were once again facing off against constructs.  We encountered two right off, and I dutifully set about filling them full of holes with my heavy crossbow.  My badger charged, flanked one of the robots, and lasted about 1/2 a round before being pummeled into the floor.  Once again, the gunslinger did massive damage (I think his base damage in this game was d12+4).  When the fight was over, the GM informed us that the robots had 10 points of hardness, so any damage roll doing 10 points or less did nothing.  My heavy crossbow suddenly looked a whole lot smaller.

Again the group was quite congenial and funny.  The fighter/bard in particular was one of those “Hey, ho – let’s go!” types not at all afraid to just blunder straight ahead in order to keep things moving.  But the game experience suffered a bit from lack of energy – both the wizard and I were unfamiliar with our characters and took extra time figuring out what we wanted to do.  The GM was tired and couldn’t keep up the pace and energy of the game.  And there was the gunslinger.  On the one hand he was probably the savior of the game – he did so much damage that encounters were shortened considerably, so without him we probably wouldn’t have made it to the end of the encounter.  On the other hand – um – talk about making other people’s characters feel irrelevant!  The guy with the 21 strength swinging a polearm was outclassed by this character.  He generated a 66 point critical hit.  He then topped that by generating a 78 point critical hit.  There was at least one fight where, by the time I moved into position, the fight was over.  I’ll talk about this more in a future post though.  For now, let me just say that once again people were helpful, friendly, and funny, and I felt like I was an accepted part of the group from the beginning.  In the end we triumphed over our foes and got our XP and gold.

As the event broke up, there was plenty of discussion of upcoming games, various people’s campaigns, convention events, offers of rides home or loans of books, and people pitched in to help straighten up the FLGS before leaving.  Everyone was well-behaved and polite. and the whole event closed with a sort of “club” atmosphere that was convivial and made me want to participate again.

Judd Apatow, Freaks & Geeks, 2000The one real negative I noticed was the gender imbalance.  So far as I could tell there was only one woman at the event, and she only attended the afternoon session I believe.  Things were very much a guy’s club, and I missed the feminine perspective that a mixed game has.  It didn’t spoil the experience, but I did wish for more.

In any event, I believe that PFS has redeemed itself in my eyes through this event.  While Pathfinder will never be my go-to game, I found out that I can in fact go to PFS events and have a good time, enjoy hanging out with a bunch of other gamers for several hours, and rolling dice in order to kill monsters and get treasure.  And that’s fine.

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TLDR:  don’t say “no” to your players unless there is no way around it.  And there is almost always a way around it.

Recently, as you all know, I have had some positively terrible luck in my roleplaying games.  Right now I am one for seven – one good experience out of seven games. Although all the games have been D20 based, in the end I have concluded that the horrible result has not been because of the system, but characteristics of how the various GMs ran their games.

Since the last game, I have been thinking about what went wrong with the various games, and although I can critique the various GMs on a number of issues, the most serious comes down to one little word:  no.

I’ve been GMing a long time.  And I have committed just about every mistake that it is possible for a GM to make at one point or another.  So when I criticize other games and other GMs, I don’t want anyone (especially any of the GMs who might find this site and recognize themselves as one of the GMs I am talking about) to feel as if I am trying to be superior.  Believe me, everything I talk about here, I have done myself in games.  But the problem of “no” appeared in every one of the games that I had problems with recently, and in addition was conspicuously absent from the one game that I didn’t, so it seems to me that it must be a common problem, and one that is worth addressing.



adverb \ˈnō\

—used to give a negative answer or reply to a question, request, or offer


As a GM, it is your job to make your players feel supercool.  The axis of your imaginary world revolves around them, or it should.  Nothing happens in the world that doesn’t affect them in some way.  Sure, for purposes of verisimilitude there are farmers farming and laborers laboring and conjurers conjuring and space pirates pirating – but until any of these intersect with the characters that the players are playing, they’re just window dressing or, at best, foreshadowing of something coming up that will make the players feel supercool.

Notice that I am talking about your players, not their characters.  Characters are a tool, a fiction, a bunch of words and numbers scrawled on a piece of paper.  They are a device by which players access fun.  Ultimately, as a GM, it’s all about the players and not the characters.  Characters should be seen for what they are – a collection of information that tells you how the player wants to have fun and look supercool.  If your player has a wizard, then they are telling you “I want to have fun and look supercool by being Gandalf – casting spells and exploring old tomes and being really, really smart!”  If your player has a monk, then they are telling you “I want to have fun and look supercool by being Bruce Lee – getting all badass with my bare hands or some exotic weapon!”  Players come to games to have fun and to feel supercool.

There is very little in roleplaying that makes a player feel less supercool than telling them ‘no”.

Why is that?  Because usually what you say “no” to is some idea that the player has had that they think is brilliant and awesome and will let their character do something badass and supercool.  It’s seldom statements like “I hit the ork with my sword” that GMs say “no” to – it’s usually clever ideas like “I use the magical glue to attach the bead of fireballs to an arrow, then shoot it over the liche’s shoulder and past his army of undead to blow up his phylactery!”

Why would anyone say “no” to this idea?  Well, there are several reasons, including, but not limited to

  1. It’s a hassle to figure it out and rule on it.  Is there a “to hit” modifier for gluing the bead on the arrow?  What’s the AC of the phylactery?
  2. It could make the climactic combat less climactic.  If the player succeeds on turn 1, your big combat is over and the other players are left with little to do
  3. You need the liche to escape for a later scene.
  4. You spent HOURS on that liche, making him cool and interesting and evil and impressive, and by God he is NOT going to go down in one round from an arrow.
  5. The scenario doesn’t mention anything about taking out the liche with a bead of fireballs and some glue.

Some of these reasons are better than others.  But in my opinion, NONE of them are worth saying “no” to the player.  Because this is exactly the sort of ingenious, clever idea that is going to make that player feel supercool.  The player will likely talk for years about nailing the liche with a bead of fireballs and some glue – KABLAM!  WOOT!  Eat that, you bag of bones!  Its the sort of impressive in-game moment that should have everyone at the table high-fiving.  In other words it is exactly the sort of moment that everyone games for.

Do not shut this moment down by saying “no”.

This is your moment as GM – this is what you are at the table for.  This is what separates your game from one of those numbered “pick your own adventure” books.  This is where you need to shine, to improvise, to make sure both that the awesome moment HAPPENS and to see to it that the other players have fun too.  But saying “no” is not shining – saying “no” is an example of GM failure, not GM creativity or GM inspiration.

Another thing that I saw commonly in many of the games that I considered poor was GMs saying “no” to players a) before the player had a chance to finish explaining what they were trying to do, or b) without  understanding of what the player was trying to accomplish.  DO NOT DO THIS.  This is not just blocking a character from a fun, supercool moment – it’s a dick move.  It is disrespectful.  It is rude.  Nothing says to a player “I really don’t care” more than interrupting them or saying “no” to them when it is clear that you haven’t taken the time or made the effort to understand what they are trying to do.  Even if what the player is trying to do is blatantly against the rules/isn’t going to work/totally screws with another player in a way that isn’t agreed upon you should at the very least do the player the courtesy of listening to what they have to say before saying “no”.  If you take the time to listen and understand what the player is trying to accomplish, then you might be able to suggest alternatives to get them what they want, without having to say “no”.  And if you DO have to say “no” in the end at least the player will feel that you heard them out, which feels much better than being dismissed.

Which brings me to the worst reason to tell your players “no”.  Several of the games I was involved in were published scenarios, and I observed GMs consistently shooting down any idea or proposed plan that moved the characters off the plot of the scenario.  Worse yet, I saw GMs shooting down any idea or proposal that moved the characters off of how the GM thought they should play the scenario.  My fellow GMs, for the love of all that is holy DO NOT DO THIS!  It reduces the players from vicarious protagonists of the story to mere dice rolling machines to generate some random results for your story.  Yes, it’s hard to see the players going wrong in a scenario – wandering the forest and not getting to your dungeon, spending time interrogating someone who doesn’t know anything, blundering into the ogre den, flying to the wrong planet.  But all these things are fundamentally necessary for players to have fun, because they allow the players to feel that their decisions matter within the framework of the game.  Most of us are not J.R.R. Tolkien.  And I’ll let you in on a secret – even the writers of published game supplements aren’t J.R.R. Tolkien – if they were they would be writing best-selling novels, not game supplements.  I bring this up to emphasize that however good you may think the storyline of your adventure is, players are not playing it to listen to your adventure short story.  They are playing to interact with the story that you have written up, to make their mark on it, and to use it as a foundation to have fun and be supercool.  It is not just desirable for players to be able to go off the rails of a given adventure, it is a necessary requirement for a good game.  Player decisions have to matter, and that means that they have to have the potential to make both correct and incorrect decisions – to be really supercool or to fail badly.  If your story calls for the characters to travel through a forest to get to the ogre den, and halfway through the forest they decide that they want to chop down trees, start a lumber business, and use that to finance some magical item they feel that they need before taking on the ogres – GOOD FOR THEM!  As long as the players are having fun then what they are doing is good.

So when SHOULD you say “no” to players?  There are a few instances where it is appropriate.  But I would argue that even in these instances it is better to find an alternative solution if possible, and say “no” only as a last resort.

  • When a player is actively disrupting another player’s agency in the game or somehow making the game less fun for another player, it is totally OK – and even required – that you tell them “no” if you can’t find some alternative course of action that satisfies them.  This is another part of your job as GM – to make sure that all the players are having fun and that nobody is spoiling the fun of anyone else.
  • When a player is attempting an action that simply is not allowed by the rules (for example a fighter in D&D trying to cast a spell from a wizard’s spellbook) it is OK to tell them that no, that doesn’t work.
  • When a player is attempting to do something that flagrantly violates genre or otherwise wrecks the setting/mood.
  • When the player asks a question for which the answer is “no” (for example, “Is there any Mountain Dew left?”)

In conclusion – saying “no” to players  should be avoided as much as possible.  It robs players of agency, shoots them down when they are at their most creative, and often imposes the GM’s narrative on the players rather than allowing them to form their own narrative within a framework set up by the GM.

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The Surest Way to Become a Better Game-Master

Originally posted on The Reef:

TL, DR: Let go of the story in your head, shut your mouth, and listen to what the players are saying.

Heavy Metal -- Ard
The last six role-playing games I played in during September were, uncharacteristically, all d20-based systems (Mutants & Masterminds 2e, Pathfinder, 13th Age, and a heavily home-brewed Spycraft version) with six different convention game-masters. The first five were at a game convention, and the sixth at a game-day event at the friendly local gaming store. And the first of the six was a lot of fun — while the last five were awful railroads. My husband and I have toldthestoryelsewhere (note that he had one more bad Pathfinder game which I didn’t sit on, making his own record 1 for 7), but here is my analysis of the common points.

Four were veteran GMs, who had put tons of prep into their games. They had miniatures…

View original 1,156 more words

My new Pathfinder character

“They don’t advertise for killers in the Pathfinder Society Bulletin*. That was my profession.”

-Rikk Drekhard, Construct Hunter


As you know, I had a horrible experience at the Pathfinder special event at Pacificon.  One of the reasons for this was that the big upcoming “things” for this year’s Pathfinder (“the Year of the Sky Key”) plot lines is Constructs.

Constructs have Hardness, which reduces or negates damage against them.  They are also immune to illusions.

This makes them a gnome’s worst nightmare.  With low Strength they will have difficulty doing enough damage to overcome Hardness, and most of their natural abilities (and spell affinities) are illusion-based.

The Gnome community is in for a hard year.

But I have come up with a new hero who will rise to the challenge and defend the gnomish community against the scourge of constructs.

Rikk Drekhard – Gnome Ranger Construct-Hunter

ABILITIES        FEATS                                                            FAVORED FOE

STR:  10             Exotic Weapon Proficiency (Firearms)          Constructs

DEX:  16

CON:  14            TRAITS

INT:  14              Imposing Scion

WIS:  12             Never Stop Shooting

CHA:  11


*Oh wait, yes they do.  All the time.  In fact, pretty much nothing BUT killers.  I was thinking of stuff out of that new supplement “Knitting Patterns of Golarian”, on sale now for only $39.99.  It has those cool new rules for allowing vorpal knitting needles for level 1 characters.  A must-have!

Big Bad Con fills up

Registration went live for Big Bad Con this evening and I was ready and waiting.

Unfortunately, when the event went live and my browser attempted to refresh to reflect this fact, my computer locked up.  It took me about 5 minutes to unfreeze and get back to the site, and by then EVERY SINGLE GAME I had planned on signing up for was full!  Sadness!

On the other hand, both of my games also filled up, as did both of Sophie’s games (gladness!) AND we still have plenty of good Games on Demand to get to.

So congratulations to Sean Nittner and the staff of Big Bad Con – the event is more popular than ever!

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Fijit Immortalized



I mentioned a couple of posts back that I attended a Pathfinder function “Legacy of the Stone Lords” with my gnome illusionist, and was stunningly ineffective and unhappy.

Well, to commemorate this horrible, horrible roleplaying experience, Sophie talked to Rae Wood, who was doing character illustrations at the convention, and comissioned a picture of a bored gnome illusionist!  I recently got the electronic version of the piece, and should get the actual print in a few days.



You can find more of Rae Wood’s wonderful work at her website.

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