Marcon is a hoot!

Gaming at Marcon is a hoot!

We get a tremendous amount of well-lit space, tables galore, literally comfortable chairs (please do not expect the Spanish Inquisition) and a Con Suite with the best ALL-INCLUDED food I’ve experienced anywhere.

Sad for the businesses of the very sizable food court, but I ate so well in the Con Suite I didn’t drop a dime on food all weekend. Eggs, bagels, and bacon at breakfast, sliced-to-order roast beef with mashed potatoes for dinner. 008Brownies and cookies and other sweet noshes all day long; veggies and dips, chips and a salsa bar, and endless soda and coffee as well. Considering that every other Con seems to charge a door fee and then sells you food separately or licenses a vendor at captive-market rates, Marcon is actually a steal for the price!

But I digress.

On to the gaming! Ran multiple sessions of Grisleigh End: Estate of Confusion, and loads of fun at every one. I’ll get back to that in a moment.

Took breaks from GMing to do some actual playing. First I paid a visit to the small town of Arkham, MA, as a character in Call of Cthulhu. It might surprise some of you, but it was my first time taking a run at this game. Had a great time, but it was really weird; no one died and less than half of the players went insane. Heck, there wasn’t even any gibbering. Nobody saw that coming!

Met Chad Willis, the bright mind behind Inventor’s Market, a fast and humorous bit of Steampunk fun. It’s up on Kickstarter right now, having hit its goal on its launch day. Very much enjoyed both the game and an excellent chat on combinatorial mathematics and their use in designing games. I look forward to getting my copy of the Market’s final release (I pledged today) and many inspiring discussions to come!

But I digress. Again.

Chad was one of several designers who played GE:Estate of Confusion over the weekend and, as much joy as I find in running the game for anyone and everyone, I am most particularly excited about getting into the structure and mechanics, the bits and bobs of what makes the game work. The hours after a session often find me seated around the board with one or two people poking the pawns around, passing cards back and forth, proposing tweaks large and small and batting about how those would play out in a real game. My love of analysis and constructing castles in the sky (or the Welsh hinterlands along the English border…) is rarely so well-stimulated as in these times of positing means to make this pretty darn great game into a completely freaking awesome one.

And I got to do that several times, with some really sharp and insightful people. I’m a happy game-maker.

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