Minicon 50, part 5: Actual gaming

I managed to get a fair amount of actual gaming done at and around Minicon 50:

  • Star Traders: The aforementioned pre-con game. It was nice to have this before the game, because as I mentioned, it seems like it’s getting harder and harder to play longer games at a con. (Or anytime, in fact.)
  • Zar: I played several games of this, winning a couple. Zar produces fun in a nice, semi-automatic way.
  • Spot It: I played this once, for just a few minutes. It’s a good filler game where you compete to spot some basic symbols on cards before your fellow players do. It plays very fast.
  • Moneyduck: There was no Mega Moneyduck reveal this year, but I added a drawing to the scroll and played several regular sessions of the game.
  • Build a World. As I previously detailed, this was a lot of fun, if slightly cramped by scheduling constraints.
  • Trivia for Chocolate: I was thinking this might turn out to be irrelevant or uninteresting, but it was instead fun, distracting, quick and well-designed. There was a good variety of questions. I ended up getting a bunch of correct answers by knowing too much about Philip K. Dick. Go figure. Priscilla and Marc Olson ran this adeptly.

I think I may also have played a quick game of Timeline while waiting for something else to materialize.

No RPGs, and not much that was very in-depth, but still, lots of good gaming. That’s something I enjoy about Minicon: it’s entirely possible to go to a thoughtful panel, then follow it up with a light boardgame. There are many kinds of enjoyment available at Minicon.

Minicon 50, part 4: Iain (M) Banks

This one was apparently opposite some very popular panels; the audience was rather small. It was therefore a missed opportunity to spread enjoyment of the amazing stuff Iain Banks wrote. But the audience was also composed mostly of people who are already love Banks’ writing, so it was fun to have an excuse to just geek out with a bunch of fellow fans. And it was nice to not have to worry about spoilers. We talked about a lot of interesting aspects of his work.

There was of course the ritual listing of everyone’s favorite Culture ship names. Greg, my fellow panelist, said his is the I Said I Have a Big Stick (which must be said in a whisper), with a runner-up as the lack of Gravitas series. My favorite is Ultimate Ship the Second. Audience members listed their own.

We talked about the Culture, and how it’s a culture many of us would like to live in. I mentioned again my idea that the Culture itself is rarely the direct setting of Banks’ work, because post-singularity utopias are both unwriteable and boring. (At the same time that they’re places we might like to live, they’re also places where not much happens.) Instead, the books are usually set in the peripheries of the Culture, either literal or figurative: mostly other nearby civilizations, with occasional forays into Infinite Fun Space or offshoot cultures or Minds who’ve gone off to do their own thing.

US cover for The Hydrogen SonataThe Hydrogen Sonata, Banks’ last SF novel published while he was alive, got some discussion. The novel really feels like a love letter to his fans, written while he knew he was not going to live much longer. It is a novel about the difficulty and importance of art, how fame works and what lies on the other side of death. It also gives us a bunch of insights into things we’ve wanted to know about the Culture, including how it formed. Our discussion made me want to reread the novel. And a bunch of his other books.

One audience member mentioned that sometimes Banks’ plots aren’t actually all that great, yet the stories end up being great. My theory is that his worldbuilding is so endlessly inventive and fascinating that we drag ourselves through his occasionally turgid prose anyway.

We talked a little about how much a gamer Banks was. He was apparently very addicted to the computer game Civilization at one point; he stated that he deleted the game from his hard drive when he started writing Excession (lest he spend all his time playing rather than writing), and that the Outside Context Problem of that book was inspired by experiences he had while playing Civ. And of course, Player of Games is about a society built around a game.

One audience member mentioned that there’s a brief glimpse of the end of the Culture in Look to Windward. A background character who’s from the Culture gets their consciousness instantiated in the form of a very long-lived species; at one point, they wake up after a very long time in storage and find out that their home civilization went away several galactic rotations ago. I totally didn’t remember that, so it looks like I’ll have to re-read Look to Windward at some point, too.

Another topic of discussion was Banks’ interaction with fans. Specifically, why doesn’t he have more fans in the US? Refusal to come to the US post-Iraq War; very long space operas when US fans seem not to be very interested in such stuff; pretty blatantly leftist politics — there are several possibilities. I can only hope that more and more US fans manage to overcome their hesitance.

We also had small forays into Banks’ non-SF work, and even his non-fiction (specifically Raw Spirit, a travelogue of whiskey distilleries). And I talked a little about my love of Against a Dark Background, which I’ve written little about here before.

All in all, this panel was a great discussion of Banks’ work — lots of knowledgeable folks sharing insights and interest.

Minicon 50, part 3: Build a World!

I’ve been running this quite a bit at recent cons. It’s a lot of fun.

Build a World from Minicon 50We ended up with a world with some pretty weird physics: light moves in discrete packets, sound is faster than light, gravity is bouncy and time is like water. I occasionally had a hard time figuring out what all that meant. (This is a problem for worldbuilding: it still has to be something that the people involved can wrap their heads around. If your world assumes that triangles have four sides, you’re going to just have some serious contradictions to deal with.) We had some very silly elements: conflicts are handled by dance-off, Wile E’s law holds sway, and the ruling class are talking cats. (I don’t think I’ve yet had a game of this where talking cats didn’t come into it somehow. And not that I’ve been pressing this.) I enjoyed the detail of having to do prescribed dance moves up into the mountains to finish your pilgrimage to the Time Stream.

I tried to keep track of audience preferences via the “fist of five” method, where people show fingers to express their preference for an idea: five fingers = heavily in favor, zero finger = heavily opposed. But it’s hard to count fingers on the fly, so I ended up just doing thumbs up/down/sideways.

Another difficulty was that audience members kept slipping in and out, so folks who showed up later didn’t quite get what we were doing. It is difficult to get a social contract working in a game at a con; it is even more difficult to get one working when the players keep shifting. So that was an annoyance.

Finally, we ran out of time. I forgot what the time slot was — we actually had fifteen minutes more than we did — but we also got started late due to lack of audience at the beginning, and then things went slow because of the shifting audience. (See: social contract problems.) We only got about three categories finished, where we usually get five or six. Still, it was fun while it lasted.

I’m still curious if this game can work in a serious mode. I don’t think I’ve had one where it didn’t go goofy pretty much right away. Would a strict requirement that all following elements have to work with all previous elements change this? I might never find out, because people seem to enjoy goofy iterations of the game, and that’s what the audience seems to push for.

Minicon 50, part 2: Why are we still having this panel?

The Minicon blimpNow that it’s nearly a month after Minicon, and there have even been other cons since then, I should probably start writing things up a bit more briefly, lest I never get these done. Work continues to be busy, but I finally have a little free time, so hopefully I can get some of this written up quickly.

This panel was not especially related to gaming, but it is related to fandom in general and how fandom progresses (or doesn’t).

There were a lot of good examples of panel topics that keep coming up: “Women in science fiction”, “The differences between SF and Fantasy”, “The effect of the internet on fandom”, “Growing up in fandom”, “Writing 101” and many others. John Taylor mentioned that he’d been on five different Philip K. Dick panels in recent years.

I feel like there are a few categories of panels here:

  • Panel topics that we keep having because they’re always fun. “Trivia for Chocolate”, “The Year in SF” or (when he was alive) “Ask Dr. Mike” are examples of this. If someone asks why we’re still having these panels, the answer is generally “Because it’s great!”
  • Panel topics that we keep having because they keep being necessary, even though we’d rather they weren’t. All the discussions about harassment, sexism, racism, etc. in fandom very much belong to this category. And a lot of us wish that these kinds of panels could stop, because that would mean that we didn’t need them anymore. Some of us are quite burned out on having to keep having these kinds of conversations.
  • Panel topics that we keep having because someone thinks they’re still useful, even though they probably aren’t. “Differences between SF and Fantasy” was mentioned as an example of this. “Greying of Fandom” might be another example of this.

A lot of it depends on the execution, of course. Many panels can remain good when redone with a different group of panelists. And of course it’s important to remember that just because I’ve grown tired of a given topic, that doesn’t mean you have. It can be difficult for a con’s programming department to come up with ideas that are both fresh and widely-appealing, but sometimes it’s good to do those separately rather than trying to combine them in the same panel.

Similarly, it’s of course possible to turn any panel horrible by addressing the questions in the wrong way. One panelist mentioned a “Women in fandom” panel where the description questioned whether or not it’s a good thing that more women are getting into fandom. So many things wrong with that!

Having worked for many years on Minicon programming staff (and a few on WisCon’s), I know how difficult it can be to come up with new panel ideas that aren’t fail-tastic or boring or any of a dozen other kinds of wrong. It can be hard when you don’t have fresh ideas in programming, and (related to that “Greying of fandom” panel) this becomes difficult if you have the same tired group of volunteers running programming.

There ended up being a fair amount of discussion of how programming works, and how it can go wrong: forgetting panelists’ scheduling requirements, bugging them for the fourth time about topics they’ve already said they’re not interested in, having insufficient inspiration.

Dr. Taylor mentioned that he’s in the process of doing an analysis of trends in panel topics at fannish conventions. I think it sounds completely fascinating, and I’m looking forward to seeing his results.

There was a lot more that I don’t have space to discuss here. This panel ranged widely but also deeply. It was quite good.

Clouds for Mapping 5: Double!

Cloud for Gaming 5, sample cloud imageApologies for again taking so long between posts. Real Life continues to assert itself in ways that mean no time for posting here. In lieu of a content-ful post, here are even more clouds for mapping purposes: Clouds for Mapping 5. An extra-long time since my last post means extra clouds in the zip file: eight this time, instead of the usual four. As usual, I’m releasing these into the public domain, but I’d appreciate a credit and notification if you use them.

Minicon 50, part 1: Pre-con, and The Art & Business of Gaming

The Minicon blimpMinicon started well before the con itself for me. I’m on the programming staff, and have been for about the past decade, so I was partly involved in thinking up the panels and other events. I’ve also been doing the pocket program for about the same amount of time, so the weekend before the con I was up to my eyeballs in schedules and desktop publishing. The end product only had one true typo that I could find, so all in all, pretty successful.

Monday night — full three days before the con officially started — I ended up playing a nice game of Star Traders with Emily, Aaron and Joe. I don’t remember the specifics, but there was a lot of the usual Star Traders goofiness. And it was good to have the game before the con, because it’s gotten increasingly difficult to organize longer games at the con. Even medium-length games such as Moneyduck are getting hard to schedule.

There was a flurry of preparations for the con, including a Tuesday night work party, and then Minicon 50 had begun. Thursday night was good fun but not much to report about here.

Friday was my first panel, The Art & Business of Gaming. I was moderating this, but I ended up committing the faux pas of being late for my own panel. Especially bad as moderator. The reason was good — I noticed that there was no good list of moderators available at the con, so I printed one up and put it in the Green Room — but still, not cool to be late to one’s own panel, especially one that I was moderating. It meant that we didn’t really have time to pre-discuss anything, and that I was doing a poor job of modeling approved panelist behavior.

Still, the panel ended up being pretty good. Lindsay Nohl was great, as always. It was good to be on a panel with her again. She’s all the kinds of things you want in a panelist: she has insightful, interesting and fun things to say; she’s conversationally generous; she asks great questions. Christine Mitzuk also added a lot of cool perspectives and insights from her work as an artist and teacher.

It was clear from what Christine and Lindsay said that artists, like almost anyone these days, need multiple income streams. They do a mix of commissions, long-term projects, teaching, personal projects, curation, etc. etc. And having multiple projects also keeps the creative ideas flowing, as different images cross-pollinate through your mind.

We had an interesting discussion about artistic range. There’s a tension between wanting to be available for lots of kinds of work, and wanting to be known for a distinctive style. It’s possible to be typecast as “the artist who’s just good at demons” or “the one with the cute dragons” or “the one who does really good hands”, and art directors often want to find a particular artist for a particular job. This becomes especially fraught when the things you’re good at cease to be so in demand.

The panel suffered slightly from having a few guys in the audience who wouldn’t raise their hands before talking, and who liked to mansplain. If I’d been more on time, I probably could’ve set the tone a bit better and stopped that kind of behavior before it started. And it would’ve been good to pre-discuss things in the Green Room, so I had a better sense of what my fellow panelists wanted to talk about and not talk about. Really, Lindsay probably did a better job moderating than I did.

Also, we never really talked about what the related topic that most interests me: ways for tiny game publishers with nearly no money for decent art, and the annoyance of having our games judged on aesthetic grounds when that privileges big, established publishers with, y’know, actual budgets. But this never really seemed germane to the conversational thread, so I didn’t force it into the discussion.

And finally, Lindsay and I never got the chance to geek out about Darklands! But maybe next year.

Still, I thought this panel was a worthy successor to last year’s item, with a lot of interesting conversation and some good insights.

Clouds for Mapping 4

Clouds for Gaming 4, selection of larger imageIt’s been another hectic week here, so that means another batch of four beautiful, all-natural, free-range clouds for your mapping uses. As before, I’m putting these into the public domain, but I appreciate credit and notice if you use them for something.

I’m still working on a backlog of Minicon posts; hopefully I’ll be able to start posting them soon.

Minicon 50, briefly

Minicon 50 was mostly great, with lots of good panels, gaming and generally hanging out with cool people. I’m now mostly exhausted. Still catching up on sleep, so catching up here will have to wait a few days. I have another half-dozen or so posts about Minicon 50 planned. Stay tuned!

Minicon 50 this weekend!

The Minicon blimpAs so often seems to be the case, with all of Con of the North written up, I already have another con coming. Minicon 50 is this weekend.

This isn’t the 50th anniversary of Minicon, because in early years the Mnstf fallcon was often called Minicon and there were therefore a fair number of years with two Minicons. But it’s still a nice big round number. We are going to have twice the usual number of Guests of Honor, the con will start officially on Thursday, and projected attendance is about double what it usually is — currently, we’re predicting somewhere around 1000 members.

I spent most of this last weekend creating the pocket program, and documenting the process on the Mnstf wiki, and then a part of last night getting it printed. M50 promises to be a great weekend of geeky fun. You can already see the full programming schedule on the Minicon website.

Here’s my full programming schedule:

The Art & Business of Gaming

There are many manufacturers of games, small and large. What are their art directors looking for, and how do they choose the art for their products?

Friday, 2:30 PM, Veranda 3/4

Lindsey was superb on a similar panel last year. I’m quite looking forward to this one.

My First Time

Many of us (obviously) were not at Minicon 1, but we all have our “first” Minicon – what was yours? What was it like? How has the con changed, how is it still the same?
Saturday, 5:30 PM, Veranda 3/4

It’ll be fun sharing stories of how we started with Minicon. I’m hoping it doesn’t become either “you young whippersnappers” or “regurgitating old fannish arguments part seven million and two”, but I also don’t think there’s much real danger of that.

Build a World!

Starting with some general categories (atmosphere, geography, economics, etc.), we’ll take our ideas — loopy or logical — then brainstorm an amazing world together, in just 75 minutes. Come see what materializes!
Saturday, 10:00pm Veranda 3/4

This continues to be a lot of fun. I still want to see if Build a World can be non-gonzo, but of course it’s also all about audience contributions, so I’ll go with whatever the folks there actually want.

IAIN (m) BANKS

Need we say more? An appreciation of the under-appreciated British writer we lost last year.
Sunday, 1:00pm, Krushenko’s

Why wasn’t Banks more famous in the US? He’s quite huge in the UK, from what I can tell. Maybe because he refused to come to the US, post-Iraq War. Maybe because his societies didn’t appeal to US tastes. Maybe because giant, weirdly daring space opera doesn’t appeal so much to US audiences these days. Not sure. In any case, I wish more people in US fandom were into his work. I’m not sure exactly what we’ll end up talking about on this panel, but Greg is always a great panelist, with lots of insight. I’m sure we’ll find some aspect of Banks’ work that we haven’t explored yet.

There are lots of other things I’m looking forward to at the con, including many other cool-sounding panels, some great movies and the usual gaming fun. I’ve already gotten in a game of Star Traders. Hopefully there’ll be some good Moneyducking, and there’s the aforementioned Build a World, and I’m sure there will be more unplanned stuff.

Mostly, Minicon is about hanging out with a bunch of cool folks and making our own fun. Going to Minicon isn’t about buying a “ticket”; it’s about membership. Minicon is not a place where you get passively spoon-fed entertainment by big companies and famous people. It’s a community gathering, based around the amazingness that already exists in fandom, even before media conglomerates and “content producers” decide that we are worthy of giving them money. Oops, did I rant there? Sorry.

Anyway, I’m looking forward to Minicon. Maybe see you there?

Con of the North 2015, part 8: Wrap-up

A compass roseFollowing Lady Blackbird, I finally met up with Adam of the Side Project Podcast. We’d been trying to get together all con, but the con’s schedule grid — four hour sessions with no transit time — doesn’t allow for much socializing except within games. Once we got together, it was good to chat about our various projects.

Then I wandered around to enjoy the last remnants of the con: some folks tearing down the front desk, others playing CCGs at it, a gathering of players all still engrossed in some long historical boardgame in the main hall, some people carting out trolleys full of supplies. I checked out the Artemis room, sans computer equipment. I also tried to get a little better oriented to the hotel. Then I headed out and home.

Divider illustration of a sword

A few general observations about this year’s Con of the North:

  • John and I ate at the hotel restaurant Sunday night. The food was decent, but the service was pretty confused, like they were all operating on too little sleep or too few people on shift. Seems like I’ve seen this sort of thing before: hotel restaurants desperately unprepared for the onslaught that is a fannish convention. Do hotels and convention center managers ever schedule enough staff for conventions? Do they even know how many people are going to be in for a given convention? Seems like the management often doesn’t plan well for this kind of thing. Or there are other factors I don’t understand.
  • I was still feeling under the weather Saturday and Sunday. I brought hand sanitizer and tried to use it frequently. Hopefully no con crud was spread!
  • This is a secret I hesitate to reveal, but… The chili at the concession stand was really quite good. It isn’t that runny chili dog stuff, but rather hearty and filling. A bowl of it completely hit the spot.
  • The ceiling above the main corridor is this slatted thing that goes at a 45° angle and produces headaches upon sight. It’s like Azathoth’s own pinstripe suit. And, I noticed this year, the front desk directly faces it. I wonder if front desk staff get hazard pay?
  • I somehow ended up with five drinks tokens, through generosity of others and forgetfulness on my part (I kept buying drinks and forgetting to get them from the Con). Well, hopefully I’ll be able to use them again next year!
  • For only being at the con two days, I met a lot of really cool people. It was nice to chat with Adam, it was also great to re-meet Kailey, and I got to play a game with Melissa, whom I first met in high school. Neato!

It was a shortened con for me, but still a great one.