Articles by Dave Chalker
TheGame is Dave Chalker, a lifelong gamer, freelance game designer, Master of Arts, and son of Jack L. Chalker. Dave is the Editor-in-Chief of Critical Hits and so runs the place. He is the envy of geeks everywhere because he's dating e, the Geek's Dream Girl. (Email Dave or follow him on Twitter).
New Edition of “Dungeons & Dragons” Announced
This morning, in the New York Times, and followed up by a new Legends & Lore article, it was announced that Wizards of the Coast is working on the new edition of Dungeons & Dragons. The combination of the WotC staff playing in games of all editions, plus the hiring of Monte Cook, plus the subject of the previous Legends & Lore articles, all added up to a “D&D Greatest Hits” edition, with the goal of bringing D&D players of all stripes together instead of driving further “edition wars.”
At the beginning of December, I was flown out (along with a number of other folks) to Seattle to consult on some upcoming programs. While not the primary purpose of our visit there, we were able to find out about this new game before the official announcement happened. Many of the goals were outlined for us, and we were given a very early demo. While there is a limit to what I’m allowed to talk about- not just for the usual secrecy reasons that they are notorious for but because of how early into the process it all is- I’d like to just put a few bullet points out there about my impressions of the entire presentation. [Read the rest of this article]
30 For 30
When the time came to figure out what I would be doing for my 30th birthday, I decided to give myself a quest. In the past, I’ve watched all of the Lords of the Rings movies (extended editions) back to back, and tried to drink 26 drinks in a single day each starting with a different letter of the alphabet (it didn’t go very well.)
Being The Game, the answer seemed obvious: 30 games in the course of one gaming party. After a bit of discussion with my fellow partygoers, we further clarified it had to be 30 different games. I succeeded, though with a little cheating. Here’s all what I played.
Game 0: Tetris with my Dishwasher
I didn’t count it, but fitting everything in my sink into the dishwasher with the added time pressure that people were arriving was one of the hardest challenges of the day.
Game 1: Toc Toc Woodman
This is a dexterity game that was recently brought to the US by Mayday Games. I enjoyed this one since the rules are very simple and clean while creating a pretty intense experience. You hit a plastic tree with an axe (two taps on your turns) and keep anything that hits the table. Bark on the edges is positive points, the cores in the center are negative points. A fun game that I’ll happily play once or twice occasionally but probably won’t become a permanent part of my gaming rotation.
Game 2: Fiasco “All The Damn Time”
I’ve wanted to pull this playtest playset out for a while, yet always rejected it since I rarely play Fiasco with a completely experienced group, and the playset heavily cautions against playing it with new people. While I agree it’s on the complex end of the Fiasco playset scale, and it certainly shouldn’t be a GROUP’S first playset, it worked fine with one new player.
This was without a doubt one of the funniest Fiasco games I’ve played in, while simultaneously being mind-bending and, of course, a Fiasco. You all play versions of the same person, unstuck through time and encountering each other. Each person as a result ends up bringing their own interpretation of the same character (as well as their own personality) which mixes quite well with the play. While the playset has the potential for a more introspective game, we went the other way bringing out the time travel tropes at rapid pace. Predestination paradoxes where the main character Sam convinced himself that he’s his own father because of a rumor he told himself, alternate timelines trying to scam each other, a temporal twin sister, a bag of heroin that gets dragged through time, and an aftermath involving Sam punching himself as a baby and eliminating all the others from existence were a few of the many highlights.
Game 3: Dominion, All Hinterlands Expansion
After the intense Fiasco session, I sat in on a game of Dominion using all Hinterlands, which I’ve only gotten to play with a few times. Due to some various action chaining, and some Noble Brigands making keeping high treasure cards difficult, this was a slow match.
However, Hinterlands has gone up to my top 3 Dominion expansions. Its effects that trigger in other times when playing them does make the decisions a bit more interesting than in other sets. There’s a lot to be said for just using my 3 favorite sets together (Hinterlands, Prosperity, and Seaside) along with the promos- especially since my custom box is too small to keep all the cards!
Game 4: La Strada!
My first cheat, especially because I am ALWAYS playing La Strada! And you should too.
Game 5: The Game
You just lost it too.
Game 6: Sorcerer (dice game)
As a third game played while also playing the Hinterlands game, I played this silly dice game with “the designer.” Here is the gist of Sorcerer:
- Start at level 1.
- Roll a d6.
- If you rolled anything but a 1, level up.
- If you roll a 1, you die at that level.
- If you get to level 20, you can roll to try and get into the pantheon of gods on a 4+.
- However, the pantheon is full, so that’s probably not an option anymore.
- If you’re playing competitively, you can stop rolling at any level.
- Did I mention it’s not much of a game?
Game 7: Legend of Drizzt
The latest in the D&D “adventure system” board games, and the only one I hadn’t played before. I played the allied version of Artemis Entrari because assassins are awesome. We kicked Shimmergloom’s draconic ass, even though Drizzt fell in a pit for a turn.
I didn’t realize this version of the game came with more playable characters than the others. We suspect the characters are better than the characters in previous versions of the game, too. There’s a few other cool twists in the cards without adding extra rules to the core engine of the game, which is good. On the other hand, I don’t know if the missions add enough for the game to make me excited about playing it a lot more.
I did ruminate with Sly Flourish (who had brought the game, painted minis and all) that it might be time to combine all three into one mega-game though, and customize it to only contain the most fun stuff. Now that’s tempting, and gives me a few ideas for other games.
Game 8: Rock, Paper, Scissors
I held off on playing this until my friend Mark showed up, who had called it in advance. I had to turn down at least 4 previous offers to play it. And then, I lost. Stupid rock.
Game 9: Hit A Dude
I hit a dude, and play passed to the left. I did not use the player’s guide, however.
Game 10: Get Bit!
A few folks there had never tried it and asked me to play, so we busted out my “primo” copy with all the extras from the Kickstarter campaign. We had 7 players interested, and because of the promo pink robot, 7 player sets. I didn’t want to jump into the Sharkspansion either with new players. I also couldn’t just sit it out, so we tried it with 7 players, which I have never tested before.
As expected, there’s lots and lots of ties early on, and goes longer than I’d like. However, it still works as a game if you don’t mind it being more chaotic and punishing. I wouldn’t recommend it officially for the published rules, though. The Sharkspansion is still the best way to add a 7th player, and in my oh-so-biased opinion, adds a lot to the game.
Game 11: Loopin’ Louie
A friend of ours brought this over, unaware of my tournament-level past. I taught him the tournament rules, and enlightenment was had. And then I won the mini-tournament, showing that my skills have not atrophied much over the years.
Game 12: Crappy Birthday
We had a crowd around, so I busted out this party game from Northstar Games. It was appropriate since it’s about recieving gifts on your birthday, and inappropriate since my party and gifts were not crappy at all.
This is a quick, Apples to Apples-ish party game about giving the worst gift to someone on their turn, from a deck of cards of gifts whose quality ranges wildly. I do enjoy playing this, yet I may try some of the optional rules about giving someone a gift you think they’d like and one you think they would hate, and go from there. Also, it usually ends far too quickly if someone gets a better hand of crappier gifts.
Game 13: Seven Dragons
I busted out this game to play with the “Rainbow Dragon!” guy from the promotional video.
I enjoy Seven Dragons more than its predecessor Aquarius, not just for the Larry Elmore dragons but also for the added gameplay improvements. This is one of those games that I’ll rarely suggest on my own but works well in a group of both gamers and non-gamers.
Game 14: Tic-Tac-Toe
The Main Event suggested this one and threw down a piece of paper and allowed me to have the first move. Somehow, I lost, in plain view of many partygoers. I suspect I’ll have to relinquish my title of “The Game” as a result, and you would not be wrong to take it from me.
Game 15: Hangman
I had my revenge on The Main Event in this game, who also screwed up the rules. Unfortunately, the message was “Y O U S U C K” so it indeed was a victory and great cost.
Game 16: Spot-It!
This real-time game, brilliant party game is easy to bust out for a short amount of time, choose your own preferred rules set with the same basic play (match the symbols on two cards, which is much harder than it sounds), play, and then be done in a few minutes while still feeling satisfying. Simple enough for kids to play, yet fun enough for adults as well (especially when you add swearing to everything), I’d say this is one of the hits of the year for me.
Game 17: Pit
As it was getting late into the evening, and some players were already leaving, I started to push for quick playing games to hit my quota. Pit is an old game, which I jokingly call a “shouting game.” It’s interesting because there are strategies there, and I have seen people (including those who have actually worked in the stock market) do consistently very well at the game. I know some basics and still haven’t figured out what the best way to play is. Still, for a game that goes that quickly and includes a bell, hard to go wrong with this one.
Game 18: Hey Waiter!
Another quick-playing game designed by my friend Anthony, you are given a stack of dishes (represented by poker chips) and try to serve them before your opponents do. We played partnership, which means you look for opportunities to help both yourself and your partner while blocking your opponents.
The design of the cards and the available actions gives it a bit of a learning curve for a pretty simple game, yet there’s some real decisions to make during it that make it fun. If you’re a fan of trick-taking games or similar, this one may appeal to you despite not being trick-taking at all.
This is also the point where I realized I was playing a lot of games with a “!” in the title.
Game 19: Falling
Another of my top 10 games of all time (alongside Loopin’ Louie and Dominion), Falling takes more time to teach the rules than it does to play, which means you can get in a few rounds of it very quickly, and each game still feels like a frantic rush… just like falling from the sky. This is a real time game where your only goal is to hit the ground last (which happens when the deck runs out). This game is hated by many but remains one of my favorites. I almost pulled out my other favorite real-time game (also from Cheapass) Brawl but didn’t make it happen.
Game 20: Jenga
This was one of the most intense games of Jenga I’ve ever seen, including a late game twist where one of the players developed a forceful strike to knock blocks away from the table where they would land with a violent fall. He ended up pulling this off three times, and was among one of the winners. The tower was very tall by the end, and went many rounds past where we thought it would. I also got to regale other players about playing Dread and getting really lucky with my pulls so that my complete bastard of a character got away in the end.
Game 21: No Merci (aka Geschenkt or No Thanks!)
This short yet brutal filler hasn’t seen much play lately, yet it’s still high up there. The rules are really simple: either place a chip (worth positive points) or take a card (worth many negative points.) Getting runs of cards means you lower the amount of negative points you have. That’s about it, except that random cards are removed from the deck, and are hidden, so you don’t know if the cards you need to connect are in the deck. There’s a combination of gambling on what will come up, as well as trying to milk points from other players at the right time and for the right amount.
Game 22: Mamma Mia!
Another great filler. Part memory game, part hand management, you play ingredient cards into a center pile along with pizzas recipes that have different requirements for the cards under it. When the deck runs out, you see if people were able to make their pizzas or not. You play for 3 rounds and see who has made the most pizzas.
I like this game because while there is a memory element, it’s is far secondary to smart card play. I managed to score all of my pizzas, easily winning.
Game 23: Magic: The Gathering Commander
Using two of my decks, we tossed down a quick one on one Commander duel: Kresh vs. my never before played Wrexial deck. I didn’t draw the right mana for most of the game, and Wrexial’s ability to pull instants from the graveyard didn’t end up helping that much. When Phage the Untouchable hit the table, it was over for me. I do have some tweaking to do with the Wrexial deck, yet I still like the idea and play of it a lot.
Game 24: Treehouse
One of the quickest playing Icehouse/Looney Pyramids games out there, I hadn’t played this in so long I forgot how all the different actions worked. Fortunately, I had a trained Looney Game Technician there to help me with it (and I won with a well-timed Aim.)
Game 25: Dots And Boxes
I managed to convince a few players that wanted to get to Risk Legacy (which I wanted as a closer) to help me hit my goal before we could play. Thus, this was the first of a few rapid-fire games.
I hadn’t played this since I was a kid. I won with some friendly assistance. I probably don’t need to play this again until I’m 40.
Game 26: Win, Lose, or Banana
I got a banana.
Game 27: High Card
I wrecked this game by pulling the Ace of Spades immediately. I have mad High Card skills.
Game 28: Texas Hold ‘Em
We dealt out two cards to everybody sitting there. Several people called. I folded my hand in this no stakes, no consequences game, then cashed out with as much money as I started with.
Game 29: Blackjack
Yes, my penultimate game of the evening was Blackjack, a game I’ve never played in a casino. After one hit, my 20 was enough to defeat the dealer. Good enough for me.
Game 30: Risk Legacy
This has been a frequent centerpiece at our Thursday game nights lately. If you’re not familiar with it, it’s a game that could potentially define a whole new category of games.
Essentially, the game evolves, and is never the same from game to game. You make permanent changes to the board, the rules, the available resources, the other components: it all permanently changes with each game you play. As a result, a meta-storyline develops. You write on the board to name cities and immortalize the winners of conflicts. When certain events happen, you open envelopes.
In the game prior to this one, we opened two envelopes in the same game, and each was a mind-blowingly awesome twist that forever shaped how later games will be played. I’m trying very hard not to spoil anything just because of how cool it was to experience those.
The game we played was our first chance with the new stuff we unlocked in the previous game, and as expected, it made a big impact on how the game was played, and even had much more subtle repercussions in the strategy of the game I couldn’t predict. When people have asked me about the game, I’ve responded that it’s a really cool idea, but the game play is still Risk, so judge that carefully. I’m not a big Risk fan and didn’t play it much growing up, so I’m at a bit of a disadvantage when I play. Still, despite the fact that I’ve never won, I still look forward to every time I play just to experience more of the story we’re creating with the game.
In short, other than losing again (when so very close), it was a very satisfying close to 30 games in a single party.
Final exclamation point game title count: 6
Redesigning the Epic Tier
Both Sly Flourish and I have talked a lot lately about the issues we’ve run into at epic levels in D&D. While there are certainly rules issues, I believe fixing them all would take up a lot more than single column. However, I do have some ideas on alternate ways to restructure how the campaign plays out to put the focus on epic in a way I find satisfying.
As I experienced in my campaign, I never felt like there was enough actual epic storylines to justify a full 10 levels. When every combatant was supposed to be earth-shattering, it drained much of the impact away from each individual one. Plus, unless you’re just going on a tour of gods to kill, the variety of monsters ends up being a bit tough to manage- one or two times fighting a balor and his epic demon minions is cool, but the third or fourth? It loses a bit of its cool factor.
So what I propose is an alternate campaign plan that doesn’t focus on trying to make all 30 levels of a game operate similarly. It breaks out the epic tier into several segments with different focuses, and even changes a bit how many D&D campaigns are run. A good part of the inspiration for this was a 2nd edition D&D campaign I played in that borrowed heavily from the D&D Immortals Boxed set. [Read the rest of this article]
Review and Giveway: Dungeon Mapp for iPad
The iPad has proven to be a pretty handy tool for roleplaying games. Previous articles have talked about some of the common uses, and I’ve found in the months since getting mine that it’s a lot easier to carry around a gaming library with me, and as a result, I’m more inclined to buy gaming PDFs. However, they’re still not necessarily a platform to run tabletop RPGs from, despite having many of the functions.
Dungeon Mapp (iTunes link) fills in a missing piece of that equation for those who play RPGs on a grid, most notably the past few editions of Dungeons & Dragons and its spinoffs. Dungeon Mapp is an app for the iPad that lets a DM build dungeon maps (or wilderness, or several other terrain types), as well as populating the maps with extra features. You can then use it to entirely run your combats from within the app, placing party members, monsters, and managing initiative all from within the program. [Read the rest of this article]
Critical Hits Podcast #32: Mike Shea and Dave Chalker on Epic Tier Play
I’m interviewed by Mike Shea of Slyflourish about the epic tier of play in D&D 4th Edition, as we compare our experiences running and what we like and don’t like about levels 21 to 30 of D&D. We talk about the five biggest tips for running epic games, running an epic level finale session with nine players, designing epic tier encounters, how to tweak the upper levels of an epic tier campaign for more playability, using epic level monsters, designing encounters, and more.
Epic Tier Games (55 minutes, 52MB)
[Download MP3 version | Podcast Feed | iTunes Link]
Since it’s between 99% and 100% useful, be sure to check out Mike’s “Running Epic Tier D&D Games” book.
6 Years of Critical Hits: More Than Editions of D&D
(Before you say anything, yes, I know there are unnumbered editions of D&D that mean there are more than 4 editions.)
In the past, I’ve done some pretty big write-ups. Feel free to take a trip back through the ages of Critical Hits:
This year, I’m going to go more straight to the point. Before I dive into the stats for the year, I’d like to call out two particular milestones.
We’re Almost Professionals Now
This is the year that blogging suffered a bit, but for a pretty good reason: we were actually game designing. For money, even!
ChattyDM’s adventure as part of the From Here To There adventure anthology finally saw print, and he had several articles published in Kobold Quarterly. ChattyDM and I both also started doing design and development work for Margaret Weis Productions, from the Dragon Brigade RPG (with some of our other awesome blogging friends too) which then lead into the upcoming and super-exciting Marvel Superheroes RPG (in playtesting now!)
We also had our work appear in DDI for the first time. From my contribution to the “Choose Your Fortunes Wisely” article, to “Rumble in the Valley” for Dungeon, and then just last week “Class Acts Assassin: Secrets of the Ninja” for Dragon. ChattyDM broke new ground with the level 0 rules in “A Hero’s First Steps” and the accompanying level 0 adventure, “Temple of the Weeping Goddess.” Expect more to come from us in the next year in DDI, too.
Meanwhile, more behind the scenes, Bartoneus, Vanir, and myself were selected to playtest some upcoming D&D products. This has posed an interesting challenge in some cases between our role as news-hounds for RPGs and confidential material, yet I believe we’ve found a good balance. To be honest, most of the things we get to look at have already been announced, so other than details (which are easy to keep secret) it’s not a big deal. It has definitely lead to at least one blog post that errs heavily on the side of being conservative though!
In non-RPGs, Dixon Trimline got to see publication this year with one of his short stories being published by Nevermet Press. And the new edition of my board game Get Bit! saw a very successful Kickstarter campaign, allowing the funding of special bonuses (like stickers) and to get the Sharkspansion created.
Of course, the already-pros among us kept putting out great work. As only a small sampling, Chris Sims has several pieces in this month’s Kara-Tur themed issue of Dragon, and Logan Bonner has been working on updating monsters and giving them added oomph.
However, I would be remiss if I didn’t mention the pinnacle of XTREME ROLEPLAYING with the release of Logan’s Refuge in Audacity, hosted here and available for free. Free, that is, except for HAVING YOUR MIND BLOWN BY PLANET-DESTROYING RADNESS.
All in all, a good year. Much of our success I have to attribute to using Critical Hits as a platform, both for exposure and for honing our writing skills. If you want to break into the industry, I say: start a blog!
We’re An Award-Winning Blog
I think I’ve harped on it enough, but winning the Ennie was a huge milestone for us. We also greatly appreciated winning the RPG Site of the Year from Stuffer Shack. The DM Guys Ennie nomination was also a big boost, and something we’d like to get back to.
Onto the stats! [Read the rest of this article]
D&D Ninjas Have Arrived
A quick self-serving note that my first two official pieces for D&D have been published. In August, an adventure I wrote for the Chaos Scar series was published in Dungeon magazine called “Rumble in the Valley,” involving an evil party luring the heroes into a trap. Even though it was written as part of the Chaos Scar series and draws on some history of that series, it is designed so that you can swap in villains and situations from your own campaign easily.
Today, my first Dragon magazine article was published: “Class Acts Assassin: Secrets of the Ninja.” This article, as part of the Kara-Tur theme of this month, brings PC ninjas back into D&D as a build of the Executioner Assassin introduced in Heroes of Shadow.
A number of us freelancers and bloggers were offered a list of articles upcoming in Dragon and Dungeon magazines, and asked to submit for the ones we were interested in writing. (That’s why you see more bloggers showing up in its pages recently, like our very own ChattyDM’s 0th level rules and adventure.) The article on ninjas was at the very top of my list. In fact, it’s almost on the list of geek dream projects to be the guy who brought ninjas into the current version of D&D (and I talk in a sidebar about ninjas in all previous editions as well.) I remember buying a copy of the 2nd edition Complete Ninja’s Handbook for my friend The O for his birthday. Of course, it wasn’t entirely selfish, as I wanted to read it too…
I tried to give them an interesting backstory of how ninjas came to be in Kara-Tur and various snippets of roleplaying advice for ninja characters, something that given my own experiences playing them and running them in campaigns is often overlooked. Additionally, I was able to build onto one of my favorite 4e classes in a natural way that didn’t add on too many new pieces. The Assassin was already pretty ninja-like, I just gave it a few more tools. Now I just have to wait for it to make it to character builder!
As one final trick, I was able to write the art order to finally give the ninjas revenge for the 1st edition Oriental Adventures cover. In the original, the samurai has the drop on the ninja, out in the open. In my article, the ninja finally gets the drop on the samurai.
I hope you enjoy the article as much as I had fun making it. Plus, this isn’t the first ninja class I designed for 4e, and that just amuses me to no end.
The Future of D&D Might Be Its Past
This morning, in Mike Mearls’s regular Legends And Lore column on the Wizards website, he made this big announcement:
Starting next week, I’m turning this column over to acclaimed game designer Monte Cook.
Followed by:
Monte has an unmatched design pedigree in the RPG field, and for that reason we’ve brought him on board to work with R&D in making D&D the greatest RPG the world has seen.
If you speculate that this is the lead-up to a new edition of D&D, I certainly couldn’t disagree with you. 2013 was even when I predicted the next edition would come out years ago.
However, I’m going to do what I almost never do an engage in some wild speculation here, with a good chance that I’m totally wrong and off-base. I think it’s an interesting idea, so I’m sharing it here. Keep in mind that I have no insider knowledge about this: this is solely my speculation based on public statements and the Gen Con seminars I attended.
So if it’s not just 5th edition, what else could it be? Well, we know that there has been this sentiment: making D&D a game that players of all editions can enjoy. Likewise, we know from various blog posts and such that the R&D team made a journey playing through all the different editions of D&D. (Even the D&D brand team was in on this, as evidenced by Shelly Mazzanoble’s column.) Likewise, there’s good money on there being an open playtest, which is being refined now through the new miniatures game and which had undeniable success in the Pathfinder launch.
My guess from all this is that we’ll see a product that I’m calling “Dungeons & Dragons: Anniversary Edition” that attempts to be the Grand Unified Game of D&D – not in the “this is the best edition ever” sense, but in the sense that it takes every edition of D&D made and puts it into one game. It would use a modular approach that allows you to combine aspects of each edition to make your own D&D, effectively, while also providing plenty of tools to hack whichever version of D&D you’re currently playing.
The closest analogue I can think of is the Vampire Translation Guide put out by White Wolf designed to bridge the gap between Vampire: The Masquerade and Vampire: The Requiem. While that product covered many story concerns that I don’t think D&D: AE would cover, it would be something designed to bridge the gap between different rulesets. At the same time, I think it would have to be playable by itself, while also a manual that could be used with any existing D&D edition you’re already playing, while giving a menu of options for rules you want to tweak and change.
Such a manual (and it would almost have to become a whole game line in and of itself to support the amount of resources it would take) would certainly benefit from open playtesting, especially from people who play previous editions of D&D or have sworn off D&D entirely in favor of other alternatives.
And why would Monte Cook be an important element of this? Besides being a great designer in general (one of our favorites here at CH, in fact), he also underwent a similar D&D deconstruction when part of the team to build 3e, and who has continued to examine and tweak D&D in the years following. In fact, his company and Mike Mearls put out one of my all time favorite takes on D&D, Iron Heroes.
Now, I can’t speak to this being a great idea: while there is a large portion of the D&D community that loves to tinker, it remains to be seen if they would buy a product in such numbers to support the effort, or even if players of various editions would adopt the approach. Heck, I’m not sure if it’s something even I would play (though I’d certainly buy it.) It’s just a guess, but one I think is interesting. Have at it.
White Wolf Grand Masquerade 2011
The annual White Wolf Grand Masquerade convention in New Orleans just wrapped up over the weekend. As with other conventions for fans of a particular RPG company, there are panels, announcements, exclusives, and gaming. Unlike most other company cons though, there is much partying and pageantry to be had, especially given the New Orleans backdrop.
OchBad, our former server admin, attended last year and agreed to be our correspondant for the show this year, taking notes on many of the panels. Below is my edited compilation of his coverage of the panels.
World of Darkness 2.0 Seminar
With White Wolf having gone through a number of changes as a company in the past few years, the WoD 2.0 panel was a chance to talk about what products are coming down the line and how they’re going to be published. With Vampire: The Masquerade 20th Anniversary Edition (V20) coming out at the Grand Masquerade, there was certainly a lot to cover. Eddy Webb, Senior Developer, moderated the seminar. [Read the rest of this article]
One Late Gen Con Report
Yes, it’s been a few weeks now since the convention ended. Between some post-Gen Con business and a bit of con crud in the house, it’s been difficult to get back to the blog. But at long last, How I Spent My Gen Con.
Get Bit! Missing in Action
My one real disappointment of the convention was that the new edition of my board game, Get Bit!, didn’t get finished in time to make it to Gen Con. (I’m sure like many Gen Con disappointments, it arrived on Monday, just one day late.) Thus, there was only a single copy there for demo purposes.
I am happy to say that the game is about to become available for purchase to the public. If you’d like to get in on a great price, check out the Kickstarter by the publisher Mayday Games. The Kickstarter runs for just two weeks and ships a short time after it closes, so please contribute while you can. This new edition includes a plastic shark (modeled very closely on the LEGO shark I’ve been giving out for years) as well as revised rules, updated graphics, and still dudes you can pull the limbs off of and feed to the shark. Please check it out.
Missed Opportunities
There were a few games I wanted to demo there, but the opportunity never presented itself:
- Blood Bowl: Team Manager was the big one I wanted to try, being a big Blood Bowl fan and having looked forward to some card game implementation for a while. Every time I walked by the FFG booth during the first two days of the con, nearly everyone in line seemed to be buying a copy. After that, they sold out. I’m definitely going to grab this when it’s available for general sale.
- Super Dungeon Explore blew me away with the miniature designs on their website and was interested in checking out the game to go with it. Every time I stopped by, I wasn’t able to get the attention of anyone working the booth, and there was some kind of weird pre-order anyway, so I skipped it. Maybe I’ll give it another try at another convention.
- Star Trek: Fleet Captains was on my list because of my feelings on Star Trek: Expeditions. While I’m not generally a war game guy anymore, I’m a sucker for Star Trek, especially one with cool pieces. [Read the rest of this article]




