GameStorm Sunday
Mar. 29th, 2011 05:47 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Better late than never, here are some notes about GameStorm.
Gaming, I don't need to tell you, was very good and all over the place. Apparently by Sunday pretty much everyone had figured out that there was a second floor - and don't ask me how anyone could miss that. Reportedly some people did.
My memorable gaming of the day was being hauled in halfway through 'Torchwood PDX' and landing on my feet. No problem; most of the folks at the table were good roleplayers - and have you watched Torchwood? We accomplished our main goal, Jack hit on everyone except possibly K-9, and we all had fun.
I picked up a graphic novel called King of RPGs, literally minutes before the Dealers' Room closed; I'm only one chapter in, but it looks like fun so far. It's nice to meet creators one-on-one. This is also a very effective way to sell products, but the strategy is not really scalable.
The regress panel was informative. Hospitality decent (read in 'by Portland standards' there); the selection wasn't so good, but there was always something. Miniatures gamers had a complex table layout issue which most of us didn't follow but which sounds fixable. The 24 hour gaming room was a winner, both in its described function and as overflow space during the day. We're told that WiFi will be much better next year, honest. The website and pre-con scheduling is complicated; it's possible to sign up for games, but the ongoing discussion of how to do it better, well, goes on. Everyone liked the Chaos Toy (the marble thing); its location this year caught many passers-by and did not encourage abandoning small children at it. Also, it's even more popular at KumoriCon where the demographics peak strongly in the teens.
So that was GameStorm in a nutshell.
Gaming, I don't need to tell you, was very good and all over the place. Apparently by Sunday pretty much everyone had figured out that there was a second floor - and don't ask me how anyone could miss that. Reportedly some people did.
My memorable gaming of the day was being hauled in halfway through 'Torchwood PDX' and landing on my feet. No problem; most of the folks at the table were good roleplayers - and have you watched Torchwood? We accomplished our main goal, Jack hit on everyone except possibly K-9, and we all had fun.
I picked up a graphic novel called King of RPGs, literally minutes before the Dealers' Room closed; I'm only one chapter in, but it looks like fun so far. It's nice to meet creators one-on-one. This is also a very effective way to sell products, but the strategy is not really scalable.
The regress panel was informative. Hospitality decent (read in 'by Portland standards' there); the selection wasn't so good, but there was always something. Miniatures gamers had a complex table layout issue which most of us didn't follow but which sounds fixable. The 24 hour gaming room was a winner, both in its described function and as overflow space during the day. We're told that WiFi will be much better next year, honest. The website and pre-con scheduling is complicated; it's possible to sign up for games, but the ongoing discussion of how to do it better, well, goes on. Everyone liked the Chaos Toy (the marble thing); its location this year caught many passers-by and did not encourage abandoning small children at it. Also, it's even more popular at KumoriCon where the demographics peak strongly in the teens.
So that was GameStorm in a nutshell.