Let's keep this one short and sweet. Here are a couple of double page spreads from the book along with a LINK to download the pages to read at your leisure.
All about Law Enforcement
Let's keep this one short and sweet. Here are a couple of double page spreads from the book along with a LINK to download the pages to read at your leisure.
The past couple days have seen a flurry of activity from Beth finishing up the illustrations for CAPERS. She has a couple left to nail down, but most of them are done. Here's a look at several of them.
Clockwise from upper left: A shot of Atlantic City. A gangster and a fed in a warehouse, a super-powered gangster using the hypnosis power, and a portrait of Carla "Lucky" Luciano.
Left to right: A lovely gal wielding three pistols, one with her prehensile hair. A shot of a pretty riled-up fellow preparing to open fire on a super-powered woman. A look at a scientist creating an automaton (part of one of the Alternate Earths in the GM's Toolbox chapter).
I'm thrilled with the work Beth has done on CAPERS. I designed the game (with the help of a bunch of people), but it's BETH that has really brought the world to life. Thanks, Beth!
With the most recent CAPERS Kickstarter update, I pointed backers to a Google Form where I asked them about their interest in seeing supplements for the game. So far, I've received 74 responses. I expect I might see a few more, but most of the backers who are really interested in seeing such things have probably already responded. If you're reading this and haven't yet responded, click the link to the update above and then follow the link there to the survey.
I find myself in a weird spot. When creating M&A and CAPERS, I never really planned to create further supplements for the games. A few PDFs with some cools stuff, sure, but we're talking freebies. A supplement, or multiple supplements -- which would make this a GAME LINE -- wasn't on my mind. With how well the CAPERS Kickstarter did (532 backers), I'm faced with the idea that supplements might actually be a good idea.
Here's the issue. Supplements never sell as well as a core game, even for bigger companies with more popular games. Adventures can sell okay, as can more general content supplements, but they'll only get a fraction of the action of the core game. Now, offering supplements CAN help more people find the core game, but you likely won't get THAT many new purchasers, even with a fairly successful supplement Kickstarter. I've studied some other small, indie RPGs that Kickstarted supplements, and I feel like I'd maybe get 20 or so new core game buyers from a supplement offering.
Seventy-four interested backers PLUS twenty new core game purchasers makes for a potential backer number for a supplement of less than 100. That 100 likely wouldn't actually happen, as some of the people who initially expressed interest may have their interest drop off over time.
I've crunched some numbers on the idea of creating one or more supplements of 40-90 pages. All the maths tell me that I'd need a good 100 or so backers to make it happen financially. And that would only keep me in the black. It wouldn't necessarily net any profit. That said, profit isn't THAT big of a deal on such a small Kickstarter. It's more about getting the game in front of more people who missed the initial core game Kickstarter...and satisfying the current backers. It would help build an audience with a more robust game line, but it's still a gamble.
So I'm in a weird place. I have plenty of ideas for things I could do with supplements for CAPERS, some of them my own ideas, some of them garnered from suggestions made by those who filled out the survey.
That said, I'm not ruling the idea out. I've only just begun exploring the idea. There's plenty of time to continue my research. Plus, I'll be attending GenCon this year so I'll have plenty of fellow indie RPG designers at my fingertips and I'll be able to pick their brains on the idea.
There's a pretty good chance that I'll at least give it a shot. But we'll see.
Feel free to comment on this blog post if you have any thoughts on this.
If you are, hit the LIKE button on this post.
Here's your reward for participating.
I spent last weekend at Southern Fried Gaming Expo here in Atlanta. It started as a pinball expo and has expanded to old school arcade games and tabletop. I had a developer table at the con and sold some books and talked all about RPGs. Overall, the RPG side of things is a little light. But I had a good talk with the Tabletop Director about ways SFGE can improve their RPG stuff in the future. I expect to be in touch with him more in the coming months.
CAPERS is chugging along. Beth is working on final colors for the illustrations. Mike is nearly ready with layout, to the point that we can run a preliminary print proof to see how the interior and cover are working out minus illustrations. Owen will be getting a print proof of the Moxie deck pulled together as soon as we have a few illustrations from Beth (she's working on those first). All in all, we're very much on schedule.
I'm figuring out my con appearances thru the end of the year. I'll definitely be at AcadeCon in November. I'll have a table at Monsterama here in Atlanta in October to run Die Laughing for folks. I may make it to Conapalooza in eastern Tennessee in mid-October. I may swing by PostApocalyptiCon in Tennessee in early November. And I hope to participate in GauntletCon, an online con, in mid-October. Those last three are all very much up in the air. I likely won't do ALL of them. It's a matter of my schedule and vacation/money costs associated with each.
I'm nearing a first alpha playtest of the game's vehicle chase/combat rules. Everything I need is prepped. I just need to find a few people to get on board and nail down a time. Hopefully, sometime this month.
Project Thunderhawk is built on the CAPERS Core system. But there will be differences based on rule changes important to the new game as well as genre. Here's a glimpse of some character terminology in the game.
And here's a very basic rundown of a few pieces of equipment you can use in the game.
All is in flux. Things may change. Feel free to wonder and speculate.
This blog post deals with Maneuvers & Mishaps. I've been maneuvering through the post-KS, publication phase. So far, no mishaps.
Linework is almost done. Beth is on schedule for finishing the artwork.
Mike is hard at work on layout and maps. I've been answering some questions and he'll have some things to show me this weekend.
Owen is working on the Moxie Deck layout. All in good hands.
I'm nearly finished with the PDF support material. I just have to create the pre-gen law enforcement characters (gangster pre-gens are done). Then I have to make sure everything is formatted nicely. Once I have all artwork, I'll make covers for the adventures.
You can check out some visual stuff at the most recent Kickstarter update HERE. Glimpses of artwork, layout, and the book's cover (front and back).
The new game will feature vehicle chases/combat in an important role. To that end, I've been working on a vehicle chase/combat system using the CAPERS Core card-flipping system.
I'm not going to get into the details of how the vehicle chase/combat rules work just yet. Mostly because I'm still tinkering with some specifics. Suffice it to say that there will be a card flipping mechanic involved for drivers (though it works a little differently from standard Trait Check and initiative flips).
The important part for this blog post is that there will be maneuvers and mishaps. The stuff I've developed for this might be more complex than I really want to do (or than the system really needs), but it's where I'm starting. I might scale the complexity of it back. We'll see.
But here are the Maneuver and Mishap Tables, as they stand right now.
"Chase Damage" doesn't refer strictly to the vehicle's "hit points." Rather, it's a score that represents damage the vehicle can take (you CAN shoot the vehicle, but personal weapons aren't as good against vehicles) as well as an abstract "functionality" of the vehicle/driver combo. If you run out of "Chase Hits," your vehicle is damaged probably but mostly it's just not going to keep up in the chase. If you're the target of the chase (being CHASED by others) and you lose all your "Chase Hits", your vehicle runs out of steam or you wipe out or whatever and are caught. If you're the chaser and you lose all your "Chase Hits," the target gets away from you.
Speculate away! If you look closely, there's a little something in there that hints toward what Project Thunderhawk is about. :-)
If you want to ask questions about this, you can go to...
I use this blog to talk to you, more or less one-way. I type. You read. I use the NBG Facebook page for announcements. I use my Twitter for announcements and other rambling. (Feel free to follow either and also feel free to talk at me via Twitter. I like talking to people there.)
I want the NerdBurger Games Google+ Community to be a place for discussion and community involvement for all things NerdBurgery. But I can't do it myself. I need people to help me build the community and engage in discussion.
You can go HERE to check out the NerdBurger Games Google+ Community.
Time for a few more glimpses into what's happening in NerdBurgerLand.
I've outlined a bunch of stuff for Project Thunderhawk. Mostly I focused on cool stuff characters can do in the game. Cool special abilities. The "character race" component of each character. Six "races" for sure (maybe seven or eight). Weapons for the game. Vehicles.
Also, what the three "modes of play" mean in game terms. And "monsters!"
Most importantly, I recently nailed down an idea for how vehicle chases/combat might be dealt with. I'm shooting for something that amounts to more than "kill the driver to end the chase." I'm approaching this from a cinematic viewpoint. What makes a chase cool and how can I emulate that in game rules. Making sure to give drivers interesting things to do and also give passengers fun options.
Since Project Thunderhawk will use the CAPERS Core game system (the card flipping mechanic), it'll be something I can adapt to CAPERS as well. Maybe CAPERS will get a little PDF supplement for chases at some point.
I'm building an idea that uses some of the unique possibilities inherent in using cards. The current incarnation allows drivers to draw a small "hand of cards" that they use for a sub-system that works in conjunction with the standard action sequence rules already established. This sub-system will have a "bidding" mechanic. Drivers will interact with the "action round" in a slightly different way than passengers. But hopefully it'll all mesh into a cohesive whole.
I hope to sit down with a few friends for a rudimentary playtest/brainstorm session in the near future.
There will be more glimpses of artwork coming, but here's a linework piece from Beth.
Don't they all look happy? Of course they do. They have illegal booze!
Die Laughing is in the hands of a dozen or so playtest groups to help me fine-tune the game. I should have feedback from them in several weeks. Once I have feedback, I can make adjustments, run a few playtests of my own, and then start thinking about how I can bring Die Laughing to the masses.
That's it for now.
While CAPERS moves through post-Kickstarter production, I've started developing actual RULES for the next game I'm developing, code-named Project Thunderhawk.
If you want to learn more about the very beginning of Project Thunderhawk, go back to the previous blog post. Lots of info there.
I've taken a dive into the outline and determined exactly what pieces of game rules need to be fully developed in order to run an alpha playtest sometime later this year. The outline has expanded from 10 to 12 pages. Cuz that's how game design inspiration works. :-)
Here's a very brief (and somewhat vague) discussion of what I've been developing, rules-wise. Keep in mind that ALL of this is tentative. Things may change. This is just a glimpse of where things stand right now.
Project Thunderhawk will use the same rules mechanics as CAPERS. However, there will be many differences.
For example, CAPERS has some skills in the game that were purposely called something kind of "old-timey." In CAPERS, the Conveyances skill deals with vehicles. "Conveyances" is an appropriate, 1920s word for vehicles. In Project Thunderhawk, that skill will simply be called Vehicles.
There is also a skill called "Anomalies."
In CAPERS, Moxie is a resource point system that players use to gain a variety of advantages in play. In Project Thunderhawk, "Moxie" will be renamed to something appropriate to the game setting and genre. It'll still be used for all the things "Moxie" does, but it will also be used in a VERY different way.
Characters will have this version of "Moxie" for themselves. But the GROUP will also have a pool of this "Moxie" that they can all call upon for certain things in certain ways.
This "Group Moxie" mechanic is easily the thing I'm most excited about exploring in Project Thunderhawk.
Characters in Project Thunderhawk will have "races." They're not called "races" but that's what I'll call them for now. Each "race" shares a general appearance, info on their communities predilections, as well as one or more "racial features."
I've developed the basics of six "races." I think each one is pretty interesting and should be fun for players to play. I've fully fleshed out one of them.
Vehicle chases and combat are a very important part of Project Thunderhawk. I've recently developed the very basic version of these rules. They'r'e just bullet points right now, but I'll flesh them out more soon.
When you're driving a vehicle and things go badly, a mishap might occur. I've designed the first version of a Mishap Table for the game. Fun stuff.
There will be a two-page glossary of game terms at the end of the CAPERS book. Terms that are important to understanding how the game is played. Things like Moxie, Trait Check, Reaction Check, Target Score, and Disadvantage.
Project Thunderhawk will have a similar glossary of terms, including many of these things, plus more. Project Thunderhawk includes other important terms like Construct, Anomaly, and Collapse.
The meaning of "Collapse" is VERY important to the game.
Plus, some of the terms in CAPERS don't even appear in Project Thunderhawk. There are no Powers or Boosts in Project Thunderhawk. Instead, there's some other cool stuff for characters to have access to.
There will be three modes of play for Project Thunderhawk. They're called Easy, Hard, and Hopeless.
Chew on that. :-)
Hello regular blog readers,
Final production of CAPERS is underway and all is going well. Die Laughing is currently in the hands of a whole bunch of playtest groups. These groups will be providing their feedback by mid-July.
I try to be fairly transparent with my game design work. I started blogging about Murders & Acquisitions from the very first rule set. I've continued that process ever since. While I don't hit on EVERYTHING in terms of my designs, I've endeavored to provide enough insight into what's happening that you will be intrigued with and satisfied by what I AM providing.
I will be continuing with that transparency in the future. BUT, the next game idea I have (post-Die Laughing) is in its most rudimentary stages. It's a really cool idea (I hope) and something that I'm really excited to start developing. I'm not prepared to get TOO specific with what I'm developing until I have it fleshed out further. (As with all new game ideas, it might explode - in the bad way - before launch.)
So, I'm going to be a little vague for a while. But I do want to continue with SOME level of transparency until I'm sure this game idea is ready for more specificity for all of you.
This is a code name for the next game from NerdBurger Games while the game is in the first stages of development. The word, "Thunderhawk" has NOTHING to do with what the game is actually about. It's just a name, so don't bother guessing. :-) But I'll be talking about it here on the blog on occasion.
Right now, the idea is pretty well fleshed out in my head. I've created a 10-page outline of the game. This outline is mostly organizational but it's filled with a metric shit-ton of IDEAS. Some of those ideas won't pass muster. But many of them will. I hope.
Project Thunderhawk will use the same mechanical system as CAPERS. I'll be releasing CAPERS under a very permissive Creative Commons license. Project Thunderhawk will use the system, expand some things, try out some new mechanics ideas, and (hopefully) show how the CAPERS Core system can be modified and expanded to create other types of games in different genres. I'm really excited to see how the system can be developed beyond CAPERS.
The new game is something I'm calling a "mid-apocalypse" game. Player will portray characters who are LIVING THROUGH an apocalypse in their world. There's more to it than just THAT, but that's the best description of "genre" I can put it in right now. The characters might be able to stop the apocalypse. They might not. That is an important part of what the game is about...HOW the characters interact with the apocalypse.
The "world" of Project Thunderhawk is, I think, something that hasn't been seen in many RPGs before. That is, it's not fantasy. It's not space opera or exploratory sci-fi. It's not "real world" apocalypse. It's not a supers game. It's something...quite different. It falls right in line with NerdBurger Games' "brand" of "exploring corners of the RPG landscape that haven't been explored very often...or at all."
Here's a list of some of the "cool stuff" currently residing in my 10-page outline. Some of it is fleshed out a bit. Some of it is just a line item. Some of them may disappear entirely from the game as I develop it.
Right now I'm trying to get all of this under control to the point that I can run an initial alpha playtest of the game later this year. This is what happened with CAPERS. I ran a rudimentary playtest at AndoCon a couple years ago just to see if the game mechanics and "world" had legs. It did, and I moved forward.
I hope the same thing for Project Thunderhawk. While the CAPERS post-Kickstarter process moves forward, I'll be tinkering with this new game idea. With some hard work on my part, I'll be ready to give it a spin in the not-too-distant future. If it seems viable, I'll push forward. Or maybe I'll have to re-design a bunch of it. Or maybe I'll shelve it and look at some of the other ideas I have.
But I have hope.
Just a quick heads up, in case you're interested. Post-Kickstarter, I've been having fun designing micro-games.
Plane Crash Confessional
Space Force, Assemble!
Download for free on the Micro-Games page.
Hey there NerdBurgerlings,
Just a couple quick things.
NerdBurger Games now has a Google+ Community page. It’s over HERE.
This page is dedicated to discussion of games from NerdBurger and building community. I’ll have the occasional announcement there, but only the really big ones. This page is for the players, GMs, and fans.
Die Laughing Playtesting
Die Laughing is the next game up from NerdBurger Games. It’s a zero-prep, short-play, GM-less RPG where everyone portrays characters in a horror-comedy movie. Everyone’s gonna die. It’s just a matter of when it happens and how funny you can make it. Even after your character is gone, there are things for you to do to continue to influence the story. Plays in 1-2 hours, maybe a little longer if you have a LOT of players
I’m in need of playtesters. If you’re interested, email me at NerdBurgerGames@gmail.com and let me know. If you agree to playtest, I’ll ask you to run the game 2-3 times over the course of a few months. Write down your feedback in my little feedback form and send it to me. It’s that simple.
Please only respond if you’re 100% on-board with playtesting and coordinating your group and feedback and getting it back to me in a timely manner. And please respond by midnight, Saturday, May 19th. I’d like to get the playtest ball rolling soon.
That about does it. NerdBurger Games is rockin’ and rollin’.
If you missed the Kickstarter, you can get everything the $15 Bootlegger backer level had for the same price on Backerkit right now. Go HERE.
If you have friends who wanted to see how everything panned out before getting on board, they have one more chance. Pre-orders!
Great title for a blog post, huh?
But it's an appropriate title. The couple weeks following a Kickstarter are busy, but kinda boring. They're things that HAVE to be done and done now. But they're not exciting to tell people about.
So I'm gonna tell you about them anyway. But I'm gonna keep it brief. Here's what I've been up to since the Kickstarter wrapped.
I also got the second preview edition of Die Laughing squared away in preparation for more playtesting and conventions.
Aaaaaaand it's done. The CAPERS Kickstarter is over. $10,256 raised by 532 backers in 30 days. That's more than twice as many backers as my Murders & Acquisitions Kickstarter pulled in. WOW!
On behalf of myself and the entire CAPERS team, thank you to everyone who supported, shared, and backed the Kickstarter. My little game is going to get published.
The KS started off strong. Half funded in about three hours. That's when I started to worry about what happened with M&A two years ago, which flatlined for eight hours after the half-way point was hit. But...it was not to be. CAPERS funded in less than six hours.
It was both surprising and not. I spent the past two years networking and building my "marketing reach" as best I could. More people knew about M&A and CAPERS and more people shared it this time around. So it's not surprising that it funded quickly. But I also tempered my expectations so as to not be disappointed if it took a few days.
148 backers in two days.
The activity of the first few days rolled over into AndoCon, my personal, local gaming con, run by my good friend Ando and a bunch of great volunteers (including of course, wife Katie Mae). Being my "home con," I was able to keep the CAPERS train rolling by introducing people there to my games. So the con weekend actually ended up being fairly busy.
206 backers by the end of the convention.
The bulk of the middle run of the KS was as expected. Between 3 and 12 backers per day, average 7 on weekdays and average 4 on weekend days. Some days were slow. Some days were busy. There was no real logic to any of it. One week, Tuesday was good. Another week, Tuesday was bad. CHAOS!
But we punched through multiple stretch goals at one week intervals.
On Wednesday, March 28th, at 3pm Eastern, Geek and Sundry posted an article about the CAPERS Kickstarter. In one way, this was the result of me contacting a person, getting the ball rolling, and a couple things falling in my favor. In another, more accurate way, this was the result of many years of gaming, freelancing, failed game designs, successful game designs, con-going, networking, exploring avenues to share my games, and THEN me contacting a person, getting the ball rolling, and a couple things falling in my favor.
The Geek and Sundry Days, as they'll come to be known, extended through the end of that week and beyond. Wednesday was solid. Thursday, my birthday, was the best day the KS had since the initial two day push. Friday, Saturday, and Sunday were solid. By that following Monday, things had started to slow down.
The G&S article was pretty popular on the site. I got a report from a G&S person that it spent time in the #3 most popular slot for a while, only beaten out by two Critical Role articles. Not bad company.
Looking at average backer pulls for the weeks before during the slow period. I think it's fair to say I pulled about 80-100 backers from Geek & Sundry. WOW!
I spent the con weekend (March 30-April 1) mostly pimping CAPERS and giving away physical copies of the preview edition to anyone who backed the game right there in front of me. Backer #400 happened like that. A young woman named Fallon backed for #400 and got her copy of the preview edition...along with a copy of everything else in the NerdBurger library. I was in a really good mood.
On the Tuesday before the Kickstarter ended, the "48 Hour Reminder" went out to folks who had hit the "Remind Me" button on the KS page. That, combined with marketing pushes by me, the CAPERS team, and many backers resulted in a big push at the end of the Kickstarter.
Here's what the entire Kickstarter looked like in graph form, courtesy of Kicktraq.
So there you go. That's what a successful Kickstarter looks like.
And you great backers, you made it happen. Thanks so much.
We’re a little over two days away from the end of the CAPERS Kickstarter and I thought I’d reach out one last time.
My apologies if you’re seeing this announcement/request from multiple sources. I’m just trying to make sure all my bases are covered.
So far, CAPERS has funded to nearly 400%. Lots of great stuff has been added, with more to come in the final days.
Also, the game was featured on Geek & Sundry. Check it out. We’re legit!
I’d appreciate it if you gave the game a look. If you’ve already backed, thanks so much
I have returned from the second of my "bookend cons" during the CAPERS Kickstarter (the first being AndoCon).
I drove to Louisville with Dave Lupo of New World Alchemy on Thursday. We talked a lot of game design in the car. Surprise. We shared some booth space with John Arcadian of Encoded Designs, Jim Dagg of Saddle Shaped Games, and Brandon Aten and Matthew Orr of Wet Ink Games. Good times. Noodle salad.
While I had met John and Jim previously, I finally got a chance to meet Brandon and Matthew in person, and while their Kickstarter for the second book in the Wild Skies game was live, so they were super excited. (The KS is still going HERE, so go check it out.)
Here's the booth set-up (with bonus John Arcadian).
I spent much of the weekend pimping CAPERS and giving copies of the preview edition to people who backed the game from their phones right in front of me. I think I had a dozen of those.
I also recorded and episode of the All Games Considered podcasts with Carol and Mags, and spotlight guest of the show James Sutter, formerly of Paizo. Cool people. Great podcast.
Saturday was more pimping and more giveaways. I ran a fiver-person demo that turned into at least four backers. Spent the evening hanging out with all the folks from my booth corner and eating entirely too much fish and chips at a place called Four Pegs.
Sunday was sloooooooooow.
BUT, near the end of the day, backer 400 happened right at my table, in my presence. Say hello to Fallon, backer 400! I gave her a bunch of free stuff cuz I was in a super-duper good mood.
PS 15 backers on Easter Sunday, believe it or not. Such is the power of Geek & Sundry. (The CAPERS article is still on the front page.)
Hello stalwart NerdBurgers,
If you follow me on Facebook or Twitter, you may have noticed me FREAKING OUT about something a couple times over the past couple weeks. I've been sitting on this news for a while.
But, because YOU are a blog subscriber/reader, I'm gonna give you the heads-up here and now.
A while back, I got in touch with a guy who does some freelance writing for a very well-known geek media site and news outlet. After some back and forth between me and him, and me answering some interview questions about CAPERS, he submitted an article for this website. I've been informed it will go live tomorrow, Wednesday, March 28 (one day before my birthday).
So...keep an eye out on...
(on their website or Twitter account) cuz Geek & Sundry will be featuring CAPERS on Wednesday. Once the article is up, I'll link to it here.
And now, one day before it goes up, I'm freaking out AGAIN. Getting noticed by Geek & Sundry is a big deal. Even if it doesn't bring in a lot of backers for the Kickstarter, it's a huge opportunity to tell people about my little RPG.
This news is for YOU, blog reader. Please keep it to yourself. I'll announce more publicly tomorrow when the article is up. If you feel like posting to me on Facebook or Twitter and refer to "the big news" without revealing any specifics, go for it. It'd be nice to know there are people who read this blog without being prompted by Facebook and Twitter announcements
The CAPERS Kickstarter is going strong, but we're in the doldrums of the mid-KS storm. We're closing in on stretch goal #4 and a 300 backer goal I've set.
If you haven't backed yet, and plan to, now is a great time to jump in. You can help us get over $6200 for the fourth stretch goal and help move us toward 300 backers.
If we hit 300 backers by midnight Eastern on Sunday, March 25, every backer gets to add a gangster-style or supers-style nickname to their name in their KS backer credit. Do you want to be known as John “Knuckles” Smith or Jane “Slingshot” Jones (or something like that) in the credits? This is your chance.
I don't have too much to post right now. At least, not anything that hasn't already been covered by Kickstarter updates and Facebook/Twitter posts. But, there's a couple things worth noting.
If CAPERS pulls 264 backers by 3pm on Wednesday, March 21st, it will exceed the backer count of the ENTIRE M&A Kickstarter and it'll do it before the HALFWAY point of the CAPERS campaign. That's kinda cool.
Four backers to go as of this typing.
Make sure to check the Kickstarter page (down at the bottom) or the Podcasts page here at NerdBurgerGames.com for more of me on my media tour. Taking CAPERS but also lots of other stuff. If that's your thing.
When I set my Kickstarter to begin right before AndoCon (my favorite local gaming con), I thought it'd be no problem. I'd be all jacked up with excitement for the Kickstarter launch and I'd roll that right into the convention.
And I did. But damn, if I didn't crash hard Sunday evening and Monday.
But I'm back now.
AndoCon was great. It didn't happen last year and was sorely missed. It came back better than ever with a bunch of cool stuff they never did before. A wider variety of scheduled RPG events. Many more panels than previous. A slew of prize giveaways. Good times. Noodle salad.
I ran a CAPERS event. Recorded a NerdBurger podcast. Co-ran a cooperative game design workshop. Recorded ANOTHER NerdBurger podcast (this one "After Dark"), and facilitated two tables of six playing Die Laughing simultaneously (while enjoying 12-year old scotch).
And that was all on Saturday. Friday and Sunday I mostly schmoozed. Got a chance to meet some cool designers. Hung out with Eloy Lasanta, whom I've known for years buy never hung around with previously. Played a few games. Kicked back with my friend Mike.
If you live in the Atlanta area and didn't go, should endeavor to attend AndoCon next year. If you live elsewhere, you should make sure to look around and find those one or two small, local gaming conventions where everyone treats you like family.
It's totally worth it.