Gen Con Indy

Gen Con Is Right Around The Corner…Yikes!

So this time next week I’ll be deeply embroiled in the yearly melting pot/crazed extravaganza of gaming culture that is GenCon. This will be our third year in attendance. To run down previous GenCons…

2011: Went largely to help out CGL with GMing Shadowrun. Mikaela came along but was fully in the midst of experiencing extreme personal/family tragedy, and left early. End Transmission Games did not exist yet, and no effort was made to promote my own stuff.
2012:  No personal tragedies this year, but when Mikaela and I went we were both dreadfully physically ill with some terrible death plague. Especially me. We carted a ton of Splinter books, and tried to run some demos, but no one had heard about our demos and and we had nowhere to sell our books. Net loss to our fledgling company: just thousands and thousands of dollars. One demo was a complete no-show, and the next was a big success…but I don’t really know what I was expecting since we didn’t have a booth, and with the rate they go at, it didn’t seem like we’d ever be able to afford one.  Anyway, my full wrap-up of GenCon 2012 is here.

(It’s been a pattern since at least 2010 (pre-End Transmission, when we were just trying to promote Systems) that we go to conventions knowing we’ll lose money on it as a given, but hoping that the word of mouth we spread will make up for it. Then of course, we’re both too shy and socially reticent/awkward (news flash: other people are terrifying, and it’s even worse with fellow geeks) to be remotely extroverted enough to actually spread said word of mouth.)

This year, though, I like to think we’re locked, cocked, and ready to rock.

Here’s the rundown of End Transmission’s GenCon appearance this year, and the products we’ll have on offer.

* We’re sharing a booth in the mighty mighty dealer’s hall with David Hill and Filamena Young of Machine Age Productions. Specifically it is booth #1956 and we should be there most or all of the con. Stop by! We’ll have all the following there:

* Singularity System Core Rulebook.

* Singularity System Gameplay Modules Biotech and Wild Talents.

* Brand New, Never Before Sold Singularity System Gameplay Module: Firefight! This is The Singularity System’s main personal combat module, and it includes rules for personal combat, including new actions, new maneuvers, 40 new weapons, and new options for customizing personal weapons and armor. 

* S.P.L.I.N.T.E.R. 

* Ronnie award winning storygame Anathema.

* ENnie award nominated fan RPG Phantasm (2010).

* We’re running one demo of the Singularity System ourselves, from 3-7 at Room #302 in the JW Marriott on Friday. There will also be other demos running Friday Morning and Sunday Morning, location to be announced.

* We’ll be at the Ennie Awards Ceremony right after our demo, to watch Phantasm(2010) probably not win. 

That about covers it! See you there!


I Am Genni Conner


GenCon 2012 Report

Teh Shadowruns:
Went from running ~24 hours of Shadowrun: Missions at 2011 GenCon to running ~0 hours of it at 2012 GenCon. Unsurprisingly, this year’s GenCon was moderately less stressful. I even got to actually play some Shadowrun (unheard of!) with Mikaela, an official Mission, the Missions tournament (very unofficially), and even a couple hours of the Scramble (Shadowrun LARP!), which I wish I could have played more of. All very fun. Actually playing Shadowrun, with lots of people who know how to play Shadowrun, is awesome. And the sheer amount of hype and buzz and general talking up SR was getting all around the con was amazing. Markedly more people talking about SR, flipping through SR core books, and wearing Shadowrun merch. I blame Jordan Weisman, and Shadowrun Returns.

And my very first ever game of Eclipse Phase, at noon on Sunday, was a great capstone to the con, and a bunch of fun.

S P L I N T E R:
Next year, I want different time slots and more advertising g’darnit! 3PM-9PM Friday and Saturday was inconvenient for various reasons. Friday was a complete no show (our first ever!), nobody showed up, and we couldn’t get into the Press room, and we couldn’t get into the Indie Games On Demand room on zero notice and run there, it was too tightly structured for that. So the day was kind of a total loss for End Transmission.

I did get to meet Rob Trimarco and Jay Stratton of Pantheon Press, which was pretty cool, and swapped them a copy of Splinter for a copy of Fortune’s Fool and a campaign book. They seemed like really nice guys, although I myself was a bit flusterated at the time. Did I mention Mikaela and I did the entire con with a brutal, unshakable of the flu. (And probably infected dozens if not hundreds of unsuspecting gamers. Sorry guys!)

Saturday I actually got like people who wanted to play the game, which was pretty cool! Four players, plus Mik who filled in, for a very satisfying demo. All of the players really dug the game, and it was a very satisfying experience. Unfortunately, I had to duck out early to attend an important Shadowrun meeting. Gah! Wearing two hats, Indie Creator Publisher/Shadowrun Freelancer was a surprisingly difficult balancing act during the con. It’s something I’ll have to pay more attention to in future years.

On Sunday at the dealer’s room, I bought a copy of Eclipse Phase, but ran out of patience/courage before I approached personal hero/total badass Adam Jury to have him sign my SR4A rulebook and rap with him about the industry. But I did get to stop by the (shared) Machine Age booth to talk with fellow Shadowrun writer and indie game designer David A. Hill, albeit much more briefly than I would have liked. I traded him Splinter for a copy of Maschine Zeit and a copy of Farewell to Fear. It’s not money (sigh) but I’d have bought Maschine Zeit anyway, so yeah.

While the business of getting there was a nightmare best not related, all in all actually attending the con was quite fun, reasonably (but not wildly) successful, and unsurprisingly exhausting. As expected, our potential sales don’t remotely justify our expenses, but hopefully we’re beginning to get the word out about Splinter.

In coming posts I’ll hopefully tell you about the other games we’re working on releasing in the next year or so. For now, SLEEP! Or something like it.


P.S. This blog, which was initially designed for talking about the projects of mine that fell through the cracks between Systems Malfunction and Shadowrun, is kind of in a very hazy area right now, purpose wise, since those projects are now being actively published and promoted by End Transmission Games (that’s me!). I guess in the future this blog will be used more for random musings on game design, rather than/in between mirroring the content from the ET games website.