Showing posts with label awesome. Show all posts
Showing posts with label awesome. Show all posts

Saturday, June 30, 2012

GenCon 2012: Why “Spouse Activities” is the Worst Thing

This is my first-ever guest column. The young lady who wrote it doesn’t have a blog of her own, but expressed her concern regarding GenCon’s off-putting programming for non-gamers, and I agreed to share her thoughts on my little corner of the web. I hope you find it as interesting and thought-provoking as I do.

So I guess I should start by introducing myself. My name is Natalie, I am 20 years old, a child and youth care worker and a nerd. I’ve attended Gen Con once, had an absolute blast and I just bought my badge for this August. There is, however, one thing that still sets me off in a red-faced rage: the “spouse activities” (SPA). Seriously, I’ve screamed in the faces of strangers about this, something I’m not too proud off. What enrages me even more is that in my courtesy Google search I found a few bloggers who were displeased by the issues, frustrated even. But not pissed off. I saw a gap and I plan on filling it.


Gen Con is amazingly diverse in its attendees and from what meager programing I attended out of the 2+ inch activity book it’s clear to me that the organizers did a damn fine job of providing for every kind of nerd. From table top gamers of all breeds to zombie lovers, anime freaks and LARPers; you name it there was a seminar, class, tournament or show about it. There was also a good selection for maturity/age level. Hit up the hentai cafe or chill with your younglings at the training grounds. No matter who you are or what you like, pull-ups to Depends Gen Con has something for you. Unless you’re female. Now, don’t get me wrong, there is good stuff for the nerd ladies, please refer to the 2+ inch program book. I’m referring to the Con Widow, the poor chick that gets dragged along by their boyfriend/husband to the biggest tabletop geekfest in North America. Upon arriving these ladies aren’t directed to Gen Con, instead they are provided with spouse activities. And what do the organizers think a non-nerd lady wants? Knitting.


The section for those, mostly female, who are not at the con for the con is full of activities like scrapbooking, beadwork, belly dancing and self-defense. Oh, and then there is “Crochet for Your Gamer” where you can “learn to crochet… so you can make fun little things for the gamer in your life.” The D 20 Girls project is running this event. They are also running “The Red Light District” and “Killer Bunnies: Quest for the Golden Carrot” among others. But not for the Widows. Rather than learning about a Dr. Who RPG (a free event, no experience required) or playing a Killer Bunnies game (always a recipe for fun times) the Widows get to crochet things for their gamer partners. Some, if not most of these events are things I can see being worked into the regular programming. They may not be inherently nerdy but as a family focused con it makes sense to have non-gamer activities for people to attend. And with some creativity any nerd can integrate their new self-defense knowledge into a RPG experience. But nope! Instead the randoms are labeled For Spouses Only and gifted to the partners of nerds in assurance that there is a space for them. A nice, safe and quite space away from all the hustle and bustle of the unwashed masses, not to mention their partners, where non-nerds can pass the days until they go back home. Which is just dumb.


So, ladies, if you’re at the con with your nerdy lad and you don’t want to game at all, have no fear for there are many other things to do. Into making or watching films? Maybe you could check out a seminar like “Film Budget and Finance” or “Trailer Park Jesus”, one of many featured films. Like anime? Learn with “The Guide to Anime Tropes” or watch with a room full of fellow fans with “Epic Battles of Amine”. Like crafty things? There are classes like “learn to make chainmail” and “21 days to a novel”. Have kids? Take them to the “Peter Pan Dress Parade” or “Create a Game” which as you may have guessed will teach your young geek how to create their very own game. Not to mention a whole butt load of child care giving you the freedom to check out all these events. And then there is the Misfit events section which has “Spot the Geek” a cosplay photo scavenger hunt and “BattleTech: Firestorm Tesla 11 Virtual Reality Cockpits”. That’s right ladies and gents, for 7 minutes you can command a battle mech on a 31st century battlefield. These are all event sections that require no playing of games and many of the events themselves involve less then nerdy things like watching movies or writing a novel. Yet none of them are marketed to Con Widows. So why have a completely different section for Widows full of non-gaming programing when there are already a few non-gaming activity sections?


If SPA was just another non-gaming category I think it would be pretty damn cool. Learning how to make your own yarn, taking a haunted walking tour of the city and learning the Thriller dance are all fun things that nerds and non-nerds can enjoy. The problem is this: the SPA is girlfriend daycare. Not to be left alone in the con to find the many non-gaming options the lowly Con Widow is dropped off at the SPA center to be entertained until the men folk return home. It is an unnecessary segregation of a group who could be having just as much if not more fun without the penned-in safe zone. There is no need for this category. It perpetuates the misconception that women lack ability or interest in gaming, and more annoyingly that they lack interest in peripheral nerdly pursuits. The insistence that women who do not want to game will be soothed by traditionally feminine hobbies is both condescending and rooted in a strange sort of sexism. For a convention that encourages families to attend it should be reaching out to those with less experience or exposure to the world of geekdom not shutting them up with zumba classes. One massively simple way to fix this would be eliminating the SPA.


It’s an easy solution; all they have to do is integrate the programming. Have an icon for non-gaming activities instead of activities for non-gamers, any overflow can go towards filling out the Misfit section. Design the programming so that gamers are invited to take part in knitting just as much as non-gamers are invited to take part in a D&D game. Don’t make it so that a person coming into the scene for the first time is shown the door to their roped in section of the party while their partner is off riding in a mech suite simulator.

Thursday, January 19, 2012

Con Merchandizing for Lyndsay

One of my favorite stories about convention merchandising is about Robert Khoo. Whether or not it’s true, I have no idea, and I’m telling a half-remembered story that I read many, many months ago, but the general idea went like this:

Scott Kurtz has been to a lot of conventions, and when he’d show up at one, he’d arrange his books on the front table in chronological order. People would buy lots of the first book and lots of the most recent, but a lot of the stuff in the middle was skipped. He figured people just wanted to start the series from the beginning or pick up the new product, but fewer people wanted to jump in during the middle and just assumed that’s how his sales would always work at conventions.

One of the many years he was placed next to the Penny Arcade booth, Robert Khoo rearranged his books. He came over from his booth on the last day of the convention and set the books up chromatically. Suddenly, books started flying off the shelves that hadn’t sold more than a couple of units at a convention. When sales started to die wind down again, Khoo came over and arranged them based on the size of the piles, making a pyramid of books. Again, there was a surge in sales. The third time he came by, Kurtz asked him “What are you going to do when I’ve only got three books left?”

“Don’t worry,” Khoo said. “I have a plan.”

When people began to filter out of the con for the final time, Khoo came over to find a smattering of books left on the shelf. He propped them up in such a way as they were facing the direction of the people leaving. When the convention was over, Scott had sold all of his books for the first time ever.*

What’s the moral of this little merchandizing fable? The key to good table marketing is to try new things.

What spurred this little storytime? The lovely GeekyLyndsay** of Dragon Chow fame is going to a convention and doesn’t want to use a table to display her dice bags. Which makes all sorts of sense because, if you’ve ever tried to find an effective merchandizing solution for dice bags, you know that tables, display cases and shelves are basically the worst possible furniture in the world. The problem comes from the nature of bags, I think. They defy shelving units, their strange shape making it damned near impossible to display the full awesomness of the bag. If the bag is lying flat, it looks boring. If you have them propped up so you can see their tops, they lose any sort of clear identifiable qualities. Nothing about this is good. So to be able to display dice bags more effectively, you need to think outside the box some.

My most fervent suggestion is to have people carry them around the con and show them off. This comes with two really key components: product champions (those people who love your stuff and want to sell it for you) and mobility (because they don’t have to be at the table when they’re showing off the bags). It gives people the opportunity to touch the bags, to interact with them, and more importantly to interact with people who like them. Each individual carrying the product provides a testimonial to your product’s awesomeness, and they can go into more detail about what makes your bags more kick-ass than the bags getting sold by Random Steampunk Booth #7. Rather than let the bags speak for themselves on a personality-free shelf, you have someone there to sell, not only the product you’ve made, but the services you’re selling (I believe Lyndsay is still doing personalized bags, for instance). Product champions are incredible people, and I think Dragon Chow has enough fans that it would be easy to convince a number of them to run around with sacks of them.

Another option: Hang them from the ceiling. Get some very long twine and some clothes pins and make a display of dice bags that can be seen from across the convention hall because it’s the only display that has a billion colors and goes all the way to the top. Color-code them so that people look over and see a blast of colors that go from floor to ceiling, and make sure you’ve got multiples of each bag hanging around at the bottom of the display so that you can sell them without having to climb an enormous ladder to get them.

Even more option: Make designs out of them on the cubicle walls of your booth. Use clothes pins to make an attractive design or pattern that will have people stopping in to at least check out what the hell it’s made out of.

Yet more option: Have people wear the bags as hats. Give a free bag to any customer who wears their bag on their head for an hour for you acting as a de facto booth bunny.

One More Option: Get a bunch of spinning racks, like the ones they use at bad jewelry stores that are made of slat-wall on a spinner. Put hooks in, and hang your bags in an easy-to-navigate pattern on the floor. This option is quite a bit more expensive, obviously, but the spinning racks would belong to you, and you could use them at other conventions in the future.

There are a lot of ways to merchandise your dice bags without putting them on a table or arranging them on a shelf. The key, though, is to keep switching things up, keep giving people something new and interesting to look at. Rearrange by color, size, shape, number of items, popularity of items, difficulty in making the product, scent or taste, whatever. Just keep giving people a reason to come back to your booth every day (or make your booth come to them) and make sure that when they do, you pounce on them like a half-starved tiger on a helpless gazelle. Because customers love the attention.

*For the record, I have no idea whether or not this story is true. I also don’t know if it was actually about the people I think its about if it is true. But it seems like a very Khoo thing to do, and I don’t at all think he’d mind if it was added to his already expansive Legendary Character.

**This article was edited to reflect the fact that I am terrible at alternate name spellings. With a name like Kristoffer, you'd think I'd be more conscious of stuff like that.

SCP Foundation

Every once in a while, I get the idea in my head that I should do some monster research, that I should go trawling the internet looking for some inspiration for a really over-the-top creepy monster or something. Then I remember that the SCP Foundation exists, except that I can never remember what it's called because "The SCP Foundation" is a terrible fucking title for anything. I keep mixing up the letters. Or including letters that don't exist. Because it doesn't even stand for anything. 

Today on Reddit, someone posted a link to it, and I decided to keep it here, on my blog, for the rest of forever. If you've never taken a look at the SCP Foundation before, it's very cool. Reading over a few of the entries now, I'm a bit taken aback at the amateurishness of the writing, but the idea behind the project is intensely awesome.

Basically: Catalogue a list of monsters from the point of view of the scientists tasked with keeping them safe and safely away from the public. Each entry has an item number, an object class, a list of special containment procedures, and a description of the thing and its abilities. It is written something like a field report, without embelishment or hyperbole. Just "This is the thing. This is what we've observed it doing. Don't touch it with your hand or it will wither your flesh to the shoulder and you'll die from necrosis a week later. Also, it's a five year old girl." 

Friday, January 13, 2012

Let’s Talk About 5-E-X

One of the things that seemed to stick out to people in my article regarding sexism, racism and ableism in the future art of Dungeons & Dragons was my mention of the Book of Erotic Fantasy. This was one of my favorite books during the 3.5 boom, because it offered something that no one else was doing with their products: it was offering a sex-positive look at the role of sex and sexuality in role-playing games, specifically in Dungeons & Dragons. It was, admittedly, campy, over-the-top, and deeply, deeply silly, but it was the sort of rare thing that doesn’t happen often enough in our hobby. It was a revolutionary book because it was an activist book.

Now, I’m sure the people who wrote it didn’t write it with activism in mind, but the fact of the matter remains it was a book about sex in a genre of books that never want to talk about sex. And that, to me, is a brilliant example of activism at its best. And it kicked up a hell of a fuss when it came out, enough so that the good folks at Wizards of the Coast had to include a provision against books like it from coming out ever again, effectively banning sexual content from Dungeons & Dragons Fourth Edition. It was this ban that I was speaking to in my article, the fact that there are actually provisions in the GSL wording that preclude the inclusion of sexual content from Dungeons & Dragons books, but no such provision exists for hypersexualized depictions of women in those same books.

There are two solutions to this problem, and I think one of them is more workable than the other. The first solution is to insist that any inclusion of sexualized imagery for one gender must include equally sexualized imagery for all of the other genders. This is, sadly, impossible, on two fronts: there is no way you could make a sexualized image for every gender that exists, and there is no such thing as a hypersexualized male. Argue all you want that Conan the Barbarian is a sexy nearly-naked dude, but he’s not hypersexualized, he’s just a badass. Western culture doesn’t have hypersexualized images of men (with one possible exception, and it’s deeply debatable). They simply don’t exist, not in the same category that hypersexualized images of women do.

The other option is to strike down the rule and allow sex back into Dungeons & Dragons. Now, that may not seem like a solution at first glance, it certainly wouldn’t change the fact that depictions of women in role-playing games are disproportionately sexualized, but that change allows the designers, in-house, freelance and third party, to open the floor for discussion. It would allow designers to discuss the role sex and sexuality have in our games, and it would actually serve to point out some of these issues within the context of the game text itself.

With the rule as it currently stands, there is no way to address the subject of feminine objectification within the text of the game. That is left to people like Tracy Hurley and myself, who speak to a limited subsection of D&D players. My traffic on this blog maxes out at about 300 people a month. Even reaching the few thousand who read my Open Letter, even reaching the tens of thousands that Tracy reaches on a regular basis, barely scratches the surface of the D&D community, as there are literally millions of people who play this game. By being able to openly talk about sex from within the game itself, we have an opportunity to reach, y’know, all of them.

But then, that’s a part of the problem for the guys behind the desks at Hasbro. By talking about sex from the vantage of the game books themselves, we’re actually talking to a huge swath of players about a thing that Wizards of the Coast doesn’t really want to be associated with. Sex is one of the major American cultural taboos, and while that is certainly working to keep the patriarchal oppression of women’s bodies alive and well, it also means that challenging it comes with the potential for damage to your reputation. As the company that makes Monopoly, Hasbro can’t really have one of their imprints running off and talking about anal plugs and nipple clamps when there are kids reading. Moreover, the threat of speaking directly to the subject of sex in role-playing games is so great that Wizards of the Coast felt it necessary to keep other companies from doing it in association with their product. Which is how we got to where we are now.

The question, I guess, is why? Why is it so difficult to talk about sex in D&D? Why is this a discussion we can’t have openly and publically? The short answer is that it might make some people uncomfortable. There are people who just don’t like talking about sex and sexuality, and it’s those people that Wizards of the Coast is catering to by implementing rules that restrict companies from publishing works that include those topics. There are even more people who don’t want to include sex or sexuality in their games, and I understand that and empathize with it. But that’s no reason to keep that product from being published. I’ve never actually used anything in the Book of Erotic Fantasy. I read it, and I think it’s incredibly valuable to the culture of the hobby, but my games don’t tend to have a lot of sex in them, and the games that DO have a lot of sex in them usually Fade to Black before anything graphic happens. But that’s a choice players should be making on their own, as a group and individually.

Someone asked me on Twitter today what ESRB rating I would give Dungeons & Dragons. My response was that the ESRB is deeply flawed for vilifying sex over violence. Which is a rubbish answer, so I also said “PG-13 with options up to NC-17,” which has nothing at all to do with the ESRB, so it’s still a rubbish answer, if slightly more useful to the topic at hand. Dungeons & Dragons is a game chock full of fantasy violence, but there is rarely any graphic content. You never get to see the fountains of blood pouring out of your enemies, or have to hear the sickening crunch of their bones under your weapons, so most of the violence has a distinctly clean PG-13 feel to it. And while the women are generally clad to appeal to men, and are posed ridiculously to ensure that they are showing off their secondary sex characteristics, they’re never naked, the sexism is generally pretty tame, and there is never any talk about sex or sexuality at all.

And that’s what they’re going for. That’s what they want, because it’s the age range in which their game will sell the best. 12-40 year old men are Wizards of the Coast’s key demographic, and they need to keep that younger group in mind when putting their books together.

Third-party game designers don’t. They’re able to take risks. They’re able to say things that the people at Wizards of the Coast can’t. And while I’m certain WotC got some nasty feedback regarding things like the Book of Erotic Fantasy, I can’t see anyone blaming the company for that product existing, and I can’t think that having books like it is at all a detriment to the game itself. Talking about sex is something we need to be doing as a community, because doing so opens the door to talking about gender role issues at the game table. And that, I think, is a pursuit worth risking some reputation over.

Wednesday, January 11, 2012

I Wear Black Robes Now. Black Robes are Cool.

Yesterday, I published a post about how I want some more equality in my D&D. Everyone was with me about the depiction of female characters and representing a greater spectrum of skin tones in the art. Where I seemed to lose people was in the idea that people with disabilities could be cool. Apparently, to be worth looking at in a piece of game art, you must be able-bodied, hale and healthy.

My buddy Raistlin here disagrees.

RaistlinTestofTheTwinsSee, Raistlin isn’t exactly Mr. Healthypants. He was a sickly kid, got picked on a lot, and grew up to take a test that destroyed his body and made him a physical wreck of a man. He was weak, he was slow, he had a wracking cough for which he took foul-smelling medicines and which often had him spitting blood into a handkerchief.

Then – and this is important – he killed the Dragon Goddess of Evil. By himself.

Now, maybe that doesn’t mean a lot to you. Maybe, like my friend M, you think that Raistlin was a creepy wimp, undeserving of respect. Maybe, like my friend J, you think that Raistlin belongs in the written fluff of the game, the novels and the short stories, but people like him shouldn’t appear in the art. Personally, I think Raistlin is one of the most beloved characters from the early era of D&D fiction because he is a kid with disabilities, an underdog who came back and proved to be the most powerful of his companions despite his afflictions. He found ways around them, found strength in them, and in so doing became a total fucking badass.

I’m not saying that we should have rules for multiple sclerosis or cerebral palsy in the game. I just see no reason why a character with one of those conditions couldn’t be a total badass in the context of the game’s art. I just see no reason why there shouldn’t be an image of a kick-ass wizard with Lou Gehrig’s (I think we can all agree that Stephen Hawking is the most badass wizard in the world right now).

The arguments brought forth so far are thus: people who are differently abled would be terrible player-characters in a role-playing game; it is already difficult to find cool pictures of player character options in the books and that the inclusion of differently abled individuals reduces the number of cool pictures available; D&D isn’t about the real world, it’s about idealized visions of yourself; and the effort would lead to trivialization and mockery. I’m going to address these things one at a time, but so far as I’m concerned, the only actual argument, the only thing on that list that is not veiled ableism, is the concern regarding trivialization.

There are two assumptions made in the first two arguments that are deeply disturbing to me: “the differently abled are entirely incompetent,” and “the differently abled cannot be cool.” These assumptions are, honestly, at the heart of ableism, and it makes my heart hurt to know that some folks’ knee-jerk reaction to inclusion of the differently abled is to assert their inability and apparent lack of awesome. It is deeply upsetting that these sorts of assertions normally go entirely unchallenged.

It is entirely possible for a differently abled individual to be entirely, 100% fucking incredible. It happens all the time, and you are well within your rights to punch anyone who says otherwise directly in their genitals.
The issue of trivialization is one that I’m sensitive to, though apparently not as keenly as I should be (I was taken to task for a few remarks that were trivializing, and I don’t mind admitting I’m feeling sheepish about that today), and it is an admittedly difficult thing to work through. The issue doesn’t really revolve around the post as it was written, as I was specifically speaking to the art of the game and purposefully avoiding talking about the game’s text, but on re-reading I can see how it could appear I was discussing adding differently abled characters to the game in a text/rules sense.

The path to addressing inclusion of the differently abled is a bit treacherous, as there’s disagreement within the communities of the differently abled about how the topic should be treated, and any action taken on it is probably to offend someone. That doesn’t at all mean that we shouldn’t make the effort, though, and it is imperative that we get incredible people working on it. While it is going to require some tricky public relations work, I think that including anyone and everyone in your game is always a worthwhile endeavor.

Monday, August 08, 2011

Ten Things About Indianapolis

This has become something of a tradition in my various travels around the world with Warp One. When I'm done a vacation, I write up a ten-point list of the wicked stuff about the place I went. Most of my blog posts have been about how awesome GenCon has been, but less about the vacation part of the trip, so now you get some of that, hopefully with a bit of a gaming edge to it. 

1) It is really fucking hot. 
The high temperature in Indianapolis, never dropped below 30 degrees centigrade. Now, that might seem heavenly to some, but I'm a bigger dude. I'm from CANADA, where having a solid layer of fat on you is generally a good thing because it gets so cold you can't breathe without it, so having to deal with the hottest our weather gets all year for a seven day stretch has been a big deal. I've learned to cope. There are systems I have in place now that help me deal with the weather. But if you're not prepared for August in Indiana, it will blindside you and blindside you good. 

2) The people here are really, really friendly. Just walking down the street, you'll get people nodding their heads and asking "How y'all doin' today?" You can almost sort of tell the outsiders from the folk who live here based on how friendly they are to you. If they ask "How y'all doin' today?" they're probably local. If they look at you like you've just crawled out of their navel and seek to cause mischief, they're probably from out of town. Also, everyone sounds like Hank Hill.

3) The food is cheap. Deceptively cheap, even. There's a place down the street from the convention center called Steak & Shake that sells very decent burgers, milkshakes and the like. It's a pretty classic American diner. For two people to eat a burger, fries and a shake, it's $15, which is about how much it costs for a single meal at Subway back home. So we ate there a lot. We shouldn't have, because there was a Marsh's grocery store two blocks from the B&B, but we did. They have so much of my money... And given that they were line-up-out-the-door busy for most of the con, it wouldn't surprise me to learn they busted a million dollars in sales this weekend. 

4) The city is falling apart. Maybe it's just my Canadian-tax-payer-social-service-loving-communist side, but it seems a lot like Indiana could use some fixing up. Buildings are old and crumbling, the sidewalks are busted and slowly degrading into gravel, the bridges seem rickety and unstable, the whole city just seems to be coming apart at the seams. It's pretty enough, for sure. The old brick buildings are beautiful and people here have some spectacular gardens, the park we walked through while we were lost was gorgeous. But other parts of the city are obviously crumbling and could use some love.

5) The US build some awesome monuments. We saw the Indiana State World War Memorial, and the obelisk here is awesome. The state building is impressive and reminds me of a bigger-scale Alberta Legislature. These places were pristine, well kept, awesome memorials. I was quite impressed. 

6) The gentleman who runs a bed and breakfast is pleasant and sweet; the lady of the house is a witch. This is entirely anecdotal, but at both of the Bed & Breakfasts we stayed at, this was the case. In the first, we were sternly reminded of the two-persons-per-room rule, and glared at disapprovingly, while the gentleman of the house was smiles and pleasantries. At the second, the lady seemed shocked that I had arrived with someone and was quite displeased at my inability to make it to breakfast (which starts at nine; I was picking Holly and Natalie up at eight each morning). She demanded I leave a note letting her know which days she could serve me breakfast, which I did in as polite a tone as I could muster: none of them. I have eaten a single breakfast with a Bed & Breakfast since I arrived. It was this morning, at a different B&B. 

7) Indianapolis is smaller than it seems. It's population is only about twice that of Edmonton's, but the metropolitan area of the city is actually smaller (if you count things like Sherwood Park). The downtown core is not as large as Edmonton's, and getting around it seems like it would be relatively easy without the huge road construction that's going on in that part of town (and, seemingly, nowhere else). The convention center is huge. The hotel chains that surround it are legion. Next time, I hope to have a hotel room connected to the ICC or a house in the nearby area just for convenience's sake, but the half hour walk from my B&B to pick up the girls and get to the Convention was hardly a challenge. 

8) Massachusetts Ave. is no Whyte Ave. The cultural avenue of Indianapolis is pretty awesome, I'll give it that. The fact that you can buy booze at the convenience store means there are fewer liquor depots kicking around, but the lack of party on Mass Ave was actually a bit disappointing. I didn't party at all this time around, which is a pretty huge departure from my 2008 trip. 

9) I will travel with Holly and I will travel with Natalie, but not both. I realize that this is more a personal note and less about the vacation itself. You can deal. I had a lovely time with each of them, and occasionally I had a lovely time with both of them, but there was some drama. I'm not going to get into it (I've decided to focus on the positive from the trip, and there was a lot of awesome positive about this trip), but it did bog things down and got everyone into a rough spirit, which is not what vacationing should be. If I can, I would like to take one vacation per year with each of them, alternating between a Big Vacation like GenCon and a smaller, local vacation, and who gets which vacation. This is stuff we'll work out over the next few months (hopefully well before December/January). 

10) GenCon is fucking amazing. I learned so much on this trip. I got to talk to so many people and try so many products to which I don't typically have access. I got to make some solid business contacts, and build some relationships with folks that are usually outside of my sphere of influence. The show was bigger and better this year than last, and I got to take part in a few of the things that I had missed out on the year before (the Cardhalla takedown, Trade Day). It was an awesome time, and I had a lot of fun. I hope to do it again next year and maybe take y'all with me this time. 

GenCon Day Five

Or, Things I Bought and People I Want to Buy From

I spent most of today gathering together business cards from the various companies that interested me. I didn't go to any events (Sunday is a half-day, and I was more interested in finding deals in the Exhibit Hall anyway). The cards I gathered together are these:

Gamescience: These are the guys I was most interested in getting business information from. They make dice that I haven't seen from any other manufacturer, and their "normal" dice are precision-cut perfection. 

Tiffany Wiggs: I sort of picked this card up by happy accident. I was standing at another dealer booth and saw a young lady holding a woven, albino beholder and asked her where she had purchased it. Turns out her mother makes them, and her daughter passed me one of her cards. She doesn't go through any distributors or anything yet, but I'm going to see what I can do to get some woven, stuffed dragons and beholders in the store.

Crystal Commerce: These guys sell a point-of-sale system that does basically everything we wish our point-of-sale system could do. I asked a lot of questions. They gave me a lot of answers that I really liked. Most importantly, it will work on any number of computers and on my ipad at the same time. *glee!* 

Dragon Pets: Holly bought a small, posable dragon from these folks, and they are very, very cute. Again, they don't have a Canadian distribution arm, but we may still order a selection of them in. Some come with armor. And helmets!

Medieval Collectibles: This was a card that also came with a catalogue for quality LARP materials, both costuming and boffer weapons. LARP seems to be growing in Edmonton, and I think there is always a market available for foam weapons with which young people may hit one another. As a whole, Warp has shied away from LARP (it takes up a lot of space, and the gear doesn't tend to sell as well as, say, books), but with the growing interest, both in the store and in the city, it's probably a good idea for us to start looking into it as a viable expansion market. 

Hirst Arts: There were a couple of people I was looking at buying things from in the direction of 3D terrain. In the end, I decided I wanted to go with Hirst Arts, because they don't sell terrain at all, the sell the moulds to MAKE terrain. They have some beautiful rubber moulds that you can fill with plaster of paris and make some fantastic 3D terrain for role-playing games, miniature war games, what have you.

Geek Chic: If you haven't seen the tables these guys make, you're missing out. I mean, sure, they're costed similar to gently-used BMWs, but they're worth it. Seeing the tables in person has made me rearrange my expectations of which table I'd like to have in my home (the Sultan was actually just the size of my living room), but I would absolutely love to work with these guys and get some custom play space built for the store. Card tables that convert to role-playing tables that convert to miniature war game tables would be a hell of a thing for us, especially if the conversion were _easy_. 

Q-Workshop: When I buy dice, I do it in three ways. I buy a pound of them (you can buy them at the store! while supplies last!) or I buy semi-precious stones (like the limited-edition 16mm bone dice I picked up at the convention) or I buy Q-Workshop. The last way has been, traditionally, the hardest. Q-Workshop is located somewhere in Europe, and their dice are of a much higher quality than most. While not as precise as the dice at Gamescience, they tend to be much, much prettier, with runes and elven script or pictures carved into the faces. I bought three sets of Q-Workshop dice while I was at GenCon, two for myself and one for Holly. They were well worth it. According to the good folk at GenCon, Q-Workshop has been working with one of my bigger distributors to get their dice into Canada, so I hope to have a much larger selection of them in the store very soon. They are more expensive than Chessex or Koplow, but if you like your dice pretty, they are well worth it.

Serious Pixie: This woman is amazing. She's one of the driving forces behind Heroes of Hesiod, and did a bunch of awesome seminars and things over trade day. I didn't get a chance to hang out with her nearly as much as I would have liked to, but she did let me know that she's looking at building a role-playing system that brings kids into the game step-by-step, year by year, which I think may be the coolest thing anyone has ever done. Don't get me wrong, I deeply appreciate what Daniel Solis is doing as a story game designer, but if we want the hobby of role-playing games (as we currently know them; what Daniel is doing is for a different post) to survive, we're going to need a way to introduce them to new generations of gamers. And that means we need people like Susan J Morris in the world. 

Stuff I Got! 

I figured, since the convention is over, I'd might as well list the things I picked up this time around. I'm doing this mostly from memory, so if I miss something, I'll be sure to edit the post to include it. 

Burning Wheel Gold - An updated version of the insanely popular Burning Wheel, having taken some lessons learned during the creation of Mouse Guard and applying them to the base system. Awesome looking book and I can't wait to tear into it and pick it apart. 

A GenCon Hoodie - It has a dragon on it, and the words "GenCon 2011." It will be nice to have when I'm in weather that isn't counted in the thirties centigrade. 

A shot glass with 2d6 in the bottom - Every time you do sneak attack damage as a level-one rogue, take a shot. Then figure out how much damage you did. ^_^ 

Dice - I picked up a set of Crystal Caste's semi-precious stone GenCon exclusive, the seven-piece set of 16mm bone. I also picked up a few sets of elven dice from Q-Workshop, and a dice cup with elven writing around the edges. Fucking hot. 

Designers and Dragons - The most comprehensive history of role-playing games, the companies that make them, and the people involved that has ever been put together. It is my sincere hope that the people who put this together (Mongoose, I believe) continue to update the history as time goes one. If they put out a new edition of this every five years, it would sell. 

Do: Pilgrims of the Flying Temple - Daniel Solis' new book. He's the guy responsible for Happy Birthday Robot, and Do has been getting a LOT of attention this year. It's a "wind punk" story-writing game in which the players take on the roles of Pilgrims of the Flying Temple. When prayers are sent to the Temple, the Pilgrims come to help out, but their natures are such that they cannot help but get into trouble while getting things sorted out. I haven't had a chance to give it a full read-through (why hello, three hour layover in Toronto), but what I've read so far looks incredible. 

A new vinyl grid sheet - The one that I have at home is really solid, but when you get into the paragon tier it can be REALLY hard to constrict combat to a battle mat. I picked up a mega mat at a hell of a deal (roughly what they wholesale for), and plan on abusing the extra space, and my players, accordingly.

Magnets - I love status markers, and I picked up a fairly expensive Dungeon Master's kit of colored magnets that are meant for exactly that. The biggest reason is, again, the weirdness of paragon tier D&D means that there is a lot of flying and a lot of falling (and burrowing and phasing and all sorts of other ridiculous bullshit). It was pricey, even after the fifteen percent discount, but it's a thing I've needed and wanted for my games for a pretty long time. There are just too many statuses running around to not have a good way of keeping track of who is doing what. 

Art! - I planned on doing some ordering at the store, and while some of the people I approached about that were open to the idea, they weren't prepared to action the orders from the convention and would have just taken my order back home and called me to confirm it. So I'm just going to call them when I get back. So, for the store, I picked up three adorable prints of classic monsters: a gorgon, a minotaur and a manticore. All of them are signed, with a cute little sketch of the monster in the corner of the print. 

Gifts all around! - When we were walking through the art exhibit, I saw a picture that I gushed over quite a bit. It was a bank of clouds, and bursting from it was a turtle with a jet pack on. It sounds goofy, and it looks goofy, and I loved it. So Bloodsong picked it up for me and surprised me with it at the Bed and Breakfast. I picked up a set of super-pretty elven dice and a My Little Pony shirt for Autumnblade; for Bloodsong I got a cloak and clasp. Autumnblade picked up a wand for Bloodsong, as the one Bloodsong had bought earlier in the convention had broken; I thought the gesture was sweet. 

All in all, I spent... a lot of money. ^_^ My boss was concerned that my budget was going to be too big, but I have about a hundred and twenty dollars left after buying the above and food. I would have spent much more if I'd had it. I'm not even kidding. I had to restrain myself.

I ended up buying a LOT of water. It was uncomfortable to carry a bottle around for too long, and the number of places I could fill one up were few and far between, so I ended up spending some three dollars a pop on water during one of the worst heat waves I've ever had the discomfort of living through. Also, Steak & Shake got more of my money than any one exhibitor, because their food is delicious and deceptively inexpensive. Fifteen bucks for a meal for two is less than you would expect at an A&W or McDonalds back home, so it seemed like a steal to eat there all the time...

Saturday, August 06, 2011

GenCon Day Four

GenCon Day Three

Today I lost my fiancé, pissed off my girlfriend, and got into long, difficult discussions with both. I also played a cute game that takes longer to learn than to play, watched a few demo guys who really know what they're talking about (and it showed, man; these guys were great), took an end to end search of the Exhibit Hall for the second time and found a wicked gift for Natalie that I will need to buy tomorrow. So, not a total wash.

Still, this was a very event-light day at the convention. I went to the "first" showing of Laura and Tracy Hickman's Killer Breakfast which was by turns funnier and full of more downtime than the Second Breakfast. Most of what I did afterwards was pass my card around and collect information for products I'd really like to carry. Well, _most_ of what I did was wander around looking for Holly, but for work purposes, that was pretty much it. I'll have a better post for you tomorrow, when I play a bunch of games and buy some kickass stuff. 

I did get to spend some time watching demos of Fantasy Flight games that I now rather desperately want to play. But until I actually get some free time to sit down and demo some games for myself, I'll have to settle for whatever plans for demos I can dream up.

Instead, let me tell you about alchemy. Alchemy is a board game (sort of) in which you are attempting to craft "elements" that are represented by different colors of dice. To start, you get one die of each color (there are five) and a set of cards that live in front of you. The white die represents Aether, and to win the game you need to collect five of them.

Cards have costs and products on them. Some costs destroy the dice you have, some do not, and each card produces one die. To make a die, you put the cost on the card along with one of four turn-markers. You can typically take one action per turn,  but there are special rules to allow you too occasionally put out more dice.

You can also buy more cards with a cute bidding system, in which you put a turn-marker and a die under a card and the number on the die represents the bid you've made. If your bid is the highest after four turns, you get the card.

It was an alright game, one that I would certainly consider selling in the store, but nothing spectacular. It played a lot like solitaire, and I think adding a third player to the mix was needed. Also, likely,a screw-you mechanic, or at least a way to interact with and or harm your opponent's progress. Beyond that, a solid design.

GenCon Day Three

Or: Looking for a Needle in a Haystack, and More Robin Laws!

Today I managed to wake up early for Laura and Tracy Hickman's Killer Breakfast, which was fantastic. It's the first year they've ever done a second showing of the Breakfast (it's usually on Saturday mornings), and so the hall was only about half full, though there were more participants, I think, than Tracy was used to. There were songs. And some dancing. And beach balls. And mass murder. It was basically great. 

I think one of the coolest things about GenCon is that it strips down the biggest personalities in gaming to a human level. I mean, I'm not implying that I ever thought Tracy Hickman was a godlike individual, but I was, at some points in my life, fairly convinced that he was Fizban the Wizard from his Dragonlance books. In person, he's an approachable, funny, witty guy and he improvises his strange-ass DM show with a ferocity and speed that I've never seen before. He easily handles tables of eight people throwing ridiculous actions at him like he's been prepared for them all day, that every single eventuality is already thought out, that he's seen everything and knows the answers to the most dire of questions. That's why he is a legendary writer, game designer and Dungeon Master, and I am the guy who mans a comic shop games center. ^_^ 

After breakfast, I again hit the Exhibit Hall. I was on something of a quest for Do: Pilgrims of the Flying Temple. I'm a huge fan of Daniel Solis' other recent hit Happy Birthday Robot, and I figured that a role-playing game drawing inspiration from Avatar: The Last Airbender couldn't possibly be horrible. I could not, for the life of me, remember who published the damnable thing, though, and the lack of free wifi at the convention center made it impossible for me to check while I was in the hall, so I had to make a systematic row-by-row search for the damnable thing. I didn't pick it up until well after this point (chronologically). The game is better than I had originally anticipated, especially for something designed for the 12+ crowd, and I have every intention of playing the shit out of it. Also, I will be getting a bunch to sell at the store, so if you want it (and you want it), you can pick it up when I have it.  

I also picked up a package of the magnetic miniature markers. I've seen them in play a few times, and I've meant to pick a set up, and the 15% convention discount more than convinced me to throw money at the Alea Tools guys. One of the cool little bonuses about buying from them at GenCon was the ability to mix and match my magnets so that I could tailor them to my play style. There are a lot of blue magnets to designate how high in the air a person is, an a number of brown tokens to show how far underground a person is. There are a lot of red tokens to signify that a person is bloodied. There's a solid mixture of magnetic strips to put on the bottoms of miniatures so that they can adhere to the bases. It's very pretty and came in an awesome carrying case. Again, I'll be looking to pick some of these up sometime in the near future. 

One of the coolest things about conventions, for me at least, is getting to chill out with the people who make the stuff I sell. Maybe that's just weird to some people, but I like to be able to shake hands with folk I deal with on a regular basis, let them know who I am and let me get a feel fro who they are in person. A distributor or wholesaler or manufacturer can be a great person over the phone, but until I've had a chance to meet someone in person, I don't think I have a very clear idea of who that person is. To be honest, I'm something of a rarity in the industry in that I greatly prefer to do things over the phone than on the internet with the people I buy things from, and meeting someone in person just gives me a much clearer idea of who it is I'm dealing with. 

I collected a lot of business cards today. I gave out as many as I got. 

So I'll be doing my best to make arrangements that include magnetic miniature markers, Do (and related games, because games for kids are amazing). I also picked up a new Chessex megamat and got to have some solid conversations with the guys at Gamescience, Dwarven Forge, Fantasy Flight, and more. Tomorrow is going to be my primary business contact day, so I'm looking forward to a lot more of that.

We stopped by a seminar about using wikis to keep track of your campaign data, which was actually pretty informative. The wiki system they support is called Obsidian Portal, and you should almost definitely check it out. The service is free, and there's a LOT going on for it, including the ability to make maps for your campaign that zoom in and out, have pins, tag various things in various ways, and make all sorts of crazy notes about your game (including secret notes, player secret notes, lists of NPCs with their bios, the places they were encountered, etc). With one of their paid memberships, you can get even more in-depth with multiple maps, more wikis, etc. Definitely a service worth checking out.

Next up was a seminar about the Gumshoe system, which is one of the most innovative things to come out of Robin D. Laws' head (and that's saying something, because Robin Laws has a ridiculous amount of awesome in that head of his). For those that are unfamiliar, the Gumshoe system is an investigative role-playing game in which you never fail to get the clue you were looking for. No matter what happens, if the character has the appropriate investigation skill, they find every clue in the room. Always. If you want to find the clues in the room in a particularly spectacular way, or you want as much information as the clue has to offer, you can spend a point and learn more. It's pretty neat. It focuses the attention on the exciting bits, where failure might actually be interesting. 

There was supposed to be a seminar about Intergenerational Gaming, something that is sort of near and dear to me as a retailer. How do you get kids gaming? How do we invent a new generation of gamers to take part in this ridiculous hobby of ours? Sadly, the speaker didn't show up, but we did have something of a rousing conversation with the folks who did show up.

Right around now is where, chronologically, I found my copy of Do. ^_^ 

Thursday, August 04, 2011

GenCon Day Two

Or: Larry Elmore Hit on my Girlfriend, then White Wolf Fucked Me

Today's the first day the Exhibit Hall is open. I meant to hit up a seminar called Wizards R&D At Your Service, but the bastards scheduled it to coincide directly with the opening of the Hall, which is sort of like saying "We really hope NO ONE shows up for this thing." Given the way the Wizards seminar was handled yesterday, I'm not at all surprised that they're aiming for smaller turnouts at some of these things. What do you want to see out of Wizards of the Coast R&D? More 3rd Edition, of course...

Anyway, I didn't manage to make it to any seminars that morning, however much I would have liked to. I stood in line at will-call with my girlfriend Natalie for just over an hour and half after checking out the Exhibit Hall on my advance ticket. In the fifteen minutes I was in the hall that first go around, I spent over one hundred dollars; I already own a copy of Burning Wheel Gold, and I picked up two sets of dice and a dice cup from Q-Workshop, who I have a bitch of a time ordering things from, so that was awesome. I waited in the ridiculous line at Will Call mostly for morale support. The people in that line fucking needed it. 

Every time I go to GenCon from now on, I will be getting the Trade Day package. Not for the awesome early admission to the hall, not for the Trade Day benefits itself. For my badge, I waited some ten minutes, then I was GenConning to my heart's content. So, if you're even remotely associated with the industry, I highly suggest picking one of these things up.

I bought a shirt for my fiancee Holly that is in all ways amazing (Rainbow Dash and Pinkie Pie giving one another a Bro Hoof with "Bronies before Honies" emblazoned across the top). I picked up a 16mm set of bone dice that were quite expensive, but also a GenCon exclusive (which makes them even MORE awesome!). Larry Elmore signed my Dungeons & Dragons Red Box shirt, and then hit on Natalie a lot. I picked up a copy of Designers & Dragons, which is a comprehensive history of role-playing games and the good people who make them, from Gary and Dave sitting in their basement hand-typesetting the original brown-backed folios to stuff that happened just a few months ago. Every role-playing game should have a cover like this history, as well. It's gorgeous. I'll probably be bringing a few copies into the store for you to buy them. 

Because my coworker and brother-at-arms Ian Lauder wanted to know what was going on with White Wolf, we hit the White Wolf 2.0 seminar. There was a lot of interesting stuff going on, here. They're releasing a new version of Vampire: The Masquerade for their 20th Anniversary, and they'll be releasing new OLD World of Darkness books over the course of the year. New World of Darkness will be seeing a new game (Mummy the Somethingorother) and all of this will be available online... Or by print-on-demand... When I asked them when I would be seeing any of this new material in my store, they let me know, in no uncertain terms, "Well, never..." Starting this year, White Wolf will no longer be publishing books for sale in Friendly Local Game Stores. If I want to carry their product, I will need to buy the same print-on-demand material you have access to from Drive-Thru RPG. Which is basically White Wolf telling me, to my face, that my store no longer matters, that distributors with whom I have really solid working relationship no longer matter, and that you, the end consumer, don't really matter either. People without credit cards? Why would we want to sell product to THEM?

So, we won't be carrying White Wolf product at Warp One anymore. Which is a damned shame, because I was really happy about a lot of the stuff they were talking about publishing this year. 

We hit the Exhibit Hall one more time and Natalie picked up a wand and a wand holster for her wrist. Also, a new corset. She now owns one more piece of Geek Chic product than I do (the wand). I got to take a look at some of their tables, and they're fucking GORGEOUS. I want two. I want them to make a round table. And then mail it to me for testing or something. 

Then there was an awesome Game Design seminar that was awesome mostly because Greg Stolze and Matt Forbeck were two of the people running it. Also, the guy who invented Killer Bunnies is fucking hilarious. After that wrapped up, I got a quick massage from the spa downstairs and, since the Hall was closed and I had no more seminars to go to, it was time to grab something to eat and head home. I developed something of a nasty headache from a mixture of the neon lights at the convention hall and the ridiculous, wet heat that is blanketing Indianapolis right now.  It doesn't look like the weather is going to lighten up at all over the next couple of days, either...

Wednesday, August 03, 2011

GenCon Day One

I went to three seminars today, and a game event. The first seminar I went to was about super-charging my marketing, and it gave me a few really solid ideas for how to get my marketing message out there and grow the business some. I mean, the business is already growing like crazy, but if I can ever put 20% growth on my resume, I will. 

The second was about an e-mail program and I mostly stuck around for that because I had no idea what to do with the next hour or so. I planned lunch after that, but we ended up taking a fair bit of time with it, and I decided to check out the Wizards of the Coast seminar about making my D&D and Magic events better than they currently are. Everything they talked about equally applied to my Yu-Gi-Oh! events. 

The last seminar was probably the most eye-opening for me. There was a strange, nearly adversarial tone to the whole thing, from both the point of view of the retailers and the point of view of Wizards of the Coast. When the subject of places like WalMart or Chapters sometimes selling things before street date got out, Wizards' sales head got his feathers in a bit of a rustle (and later, when I suggested letting event store sell earlier than the Big Guys, he told me that a) there's no way WalMart gets product before we do and b) they give us pre-release events and that should make us happy, right?). Other store owners complained about many of the same things I complain about on a regular basis (better internal communication at Wizards being a necessity, the opaqueness of the Judge program, etc), which gave me a pretty solid sense of community and kinship with them. I'm not the only person who thinks Wizards of the Coast needs to get its ass in better shape. 

I stopped for lunch and then headed over to the advanced play-through of D&D Lair Assault, which was ridiculous fun. I played a cleric, myself, and did a passable job for a guy who sits on the comfy-chair side of the screen more often than not. The Lair Assault initiative is sort of an answer to the D&D Encounters Initiative and the Fourthcore movement started last year. The scenario I played had our group chasing down a cult of Asmodeus in some sort of fire temple. The plot was obviously unimportant, as the Game Master flew through the description and got us right into playing. 

The first room had four pits of oil and some minions that lit themselves and everything in a burst one on fire with them. It was only five damage, but that set the oil alight and got us taking ten damage every time we ended our turn in the burning squares. A non-minion warlock lit most of the party on fire and scattered them into the burning pits while we tried to clear out the minions and take down their lieutenant. Clearing that room, we moved into one that was empty except for statues (that shot us with their laser eyes), and that led to a false door that burst with a solid athletics check from the slayer. We faced off against a few more minions that killed off the slayer and the wizard (by this time I was out of heals), and we wrapped up because we were over time. I'm proud to say that my party made it the furthest in the adventure out of the showing at six o'clock.

A few interesting details from this Lair Assault:

It was one encounter spread over multiple rooms with a 20-turn time limit. At level fifteen, that would make things difficult. At level five, with mediocre characters, it was easily impossible. 

There were no punches pulled on the damage. The baddies weren't dealing damage in the 20s, but they were in the high tens, and the environmental hazards were seriously kicking our ass. 

The DM had a card with a bunch of different possible placements for his creatures, so that players can play through a few times and still not know what's going on. There were tokens for the statues in the rooms that flipped over to reveal if they were traps or a gargoyle. 

There will be absolutely no pre-generated characters for Lair Assault.

Chris Tulach congratulated my party for making it as far as we did. ^_^

Monday, January 31, 2011

Bestiary of Badassery: Master of Puppets

Sometimes, you start with art.
image
For the record, Brom has never painted anything I’ve hated. His work is moody, surreal, and gave Dark Sun and Nightbane their _edge_, y’know? His spooky paintings make you ask questions, and the answers to those questions are often monstrous and strange.
Also, I’m reading his book. It’s quite good.
So the questions I’m asking of Mr. Sadness the Clown here are thus:
1) Who are those people, and why do you have them dangling from barbed wire?
2) What does the key open?
3) The little bauble on you right side: what is that?
4) Where did the nails come from? That looks very uncomfortable.
My own answers to these questions are:
1) The young lady is a warforged wizard. She was specifically designed to look and act like a human girl, but there are still signs of her mechanical nature (she looks a little doll-like in places). The young gentleman is a damsel in distress. By the look of it, he is quite distressed right now.
2) The key opens a door that is actually a portal to a place where a dingus lives. The dingus in question is very important to the quest of our heroes. Alternatively, it opens nothing. That would be unfortunate.
3) The bauble on his right side is the monster’s pull-string. If you somehow manage to cut the string off, he has a short time to act before he powers down entirely. In the alternative situation in Answer 2, this is the real key.
4) The nails having nothing to do with this monster. The nails are a gift from the monster in the next room.
So what exactly is this guy capable of? I think, for one thing, dominate effects are in play. Because I like the interactions with players a little more, I’m going to suggest that my own “Possessed” status might be a better choice; players get to choose one action to perform, but the monster chooses the other two actions for them.
Barbed wire is slightly horrifying, so we’re going to have to work in ranged binding attacks that are sustainable and deal damage. The creature will also have horrifying minions that do it’s bidding which aren’t actually a part of the powerset, but more a question of encounter design. Having something of a spider’s web of possessed people trying to kill you can be pretty horrifying.
I’m also thinking that this creature is stationary. He’ll have one of Chris Sims’ donut auras that makes him nearly impossible to kill from range, so the player characters will need to wade through the minions (and maybe a lieutenant or two) to get to him.

Master of Puppets
Level 21 Solo Controller
Medium shadow animate (construct, undead)
XP 16,000
HP 784; Bloodied 392
AC 32; Fortitude 36; Reflex 30; Will 39
Speed 0
Resist 15 poison, 15 shadow; Vulnerability 15 fire
Saving Throws +5 against dazed and stunned effects; Action Points 2
Initiative +15
Perception +15
Blindsight 10
Traits
O Shadows of Protection • Aura 3
Attacks that originate from outside the aura deal half damage to creatures within the aura.
O Shadows of Negation • Aura 6
Attacks that originate from outside the aura deal no damage to creatures within the aura.
Standard Actions
Barbed Whip • At-Will
Attack: Range 20 (targets one creature); +24 vs. AC
Hit: 2d10 + 12 primal damage and the target is slowed until the end of the Master of Puppets' next turn. .
Barbed Tangles (artifice, primal) • At-Will
Attack: Burst 1 within 10 (targets enemies in burst); +24 vs. AC
Hit: 2d10 + 13 primal damage and the target is grabbed. The Master of Puppets can sustain this grab as a minor action. If the grab is maintained this way, the target takes an additional 1d10+8 damage.
M The Master's Touch (reliable) • Encounter
Attack: +27 vs. Will
Hit: 4d10 + 8 damage, and the target takes ongoing damage equal to half its bloodied value (save ends).
R Strings on Me (psychic, charm) • Recharge at the beginning of the master of puppets' turn, if no creature is possessed.
Attack: Range 6 (targets a single creature); +27 vs. Will
Hit: The targe is possessed (save ends).
Move Actions
Summon Puppets • At-Will
Effect: Burst 4; The Master of Puppets summons 1d4 Puppet Minions into empty spaces within the burst. Until the end of the Master of Puppets' next turn, Puppet Minions summoned this turn gain a +2 power bonus to their speed. .
Minor Actions
Pull my String • Encounter
Effect: Burst 1 (targets up to two Puppet Minions within burst.); The target dies. Master of Puppets gains 196 hit points.
Triggered Actions
 • At-Will
Trigger: The Master of Puppets is hit with a critical hit.
Effect (Immediate Reaction): The Master of Puppets' string has been cut. It enters into the Berserker Stance. While in this stance, the Master of Puppets adds one die to the damage of all of its attacks and gets a +5 bonus to attack rolls. At the end of each turn, the Master of Puppets takes 75 artifice damage and until the end of the encounter cannot be healed.
Str 20 (+15)
Dex 20 (+15)
Wis 20 (+15)
Con 20 (+15)
Int 20 (+15)
Cha 20 (+15)
Alignment      Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.

Puppet Minion
Level 21 Minion Brute
Medium shadow animate (human)
XP 800
HP 1; a missed attack never damages a minion
AC 33; Fortitude 33; Reflex 32; Will 32
Speed 6
Initiative +13
Perception +12

Standard Actions
m Craftsman's Hammer (weapon) • At-Will
Attack: +24 vs. AC
Hit: 12 damage.
Move Actions
Ain't Got No Strings • Encounter
Effect: (Targets one creature.); The Puppet Minion shifts up to it's speed, beginning and ending the shift adjacent to the target. The target is immobilized (save ends). .
Minor Actions
Liar Liar • Recharge 4 5 6
Effect: The Puppet Minion gains reach 2 until the end of it's next turn.
Str 25 (+17)
Dex 23 (+16)
Wis 22 (+16)
Con 18 (+14)
Int 12 (+11)
Cha 15 (+12)
Alignment evil     Languages Common
Equipment cultist robes, longsword
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Formatting tables in Windows Live Writer is stupid. I may need to look at new blogging software. Again.