My 1st tabletop gaming convention

This article was started a month or two ago, fresh from the convention. Sadly I’ve been delayed in updating my blog. Still, for whatever it’s worth, here are my take-away impressions of my first gaming convention.

CanGames occurs in Ottawa, Canada’s capital city. It features all sorts of games: card, board, war and roleplaying.

My goal was to play as many different roleplaying games as possible, to network and to gain some experience on the other side of the Dungeon Master’s screen. My preference is DMing, not being a player. I wanted to learn more about how other people perform that role.

I was a bit nervous at first. My previous experiences with new gaming groups have usually been negative. Either I had a conflicting take on DM styles or I didn’t get along with the other players.

A note on demographics at the RPG tables: predominantly white men in their mid to late 20s up to their 40s. I can only remember seeing a handful of women at all. There was a greater variety (in terms of age, gender and ethnicity) at the board and card game tables, though. No judgment being passed here, just an observation.

Overall my experience was positive. People were very nice and I only had a few negative social experiences (from players, not from DMs or convention staff).

Each session began with an explanation of the “X Card”. People were cool about it, or at the very least, slightly surprised or confused that such an item was needed at all. I was glad that it was there, to be frank, based on crappy experiences in the past (of mine and those of others).

Session One: Dungeon World

This is a game that I’ve GMed several times, but never, ever played. It is one of my favourite games ever, so this was very interesting for me.

A great game session with a very friendly, generous DM by the name of Frank. We had a clever group and players usually fed off of, and built on, each other’s ideas. There was a dull moment toward the middle where I simply couldn’t get a word in due to the number of players (6!) but otherwise it was lots of fun and everyone had a moment to shine.

The DM used special cards to randomly generate encounters, traps and treasures. They were really, really cool and he gifted a stack of them to me (a duplicate copy of the cards that were play-tested during a Kickstarter). I’ll make good use of them, thanks Frank!

My character was a Thief named Mouse. I was reading Mike Mignola’s interpretation of Fafhrd and the Grey Mouser, and so I used that to build up my concept nice and quick. Had a pretty good time.

Biggest takeaways as a player

  • I think that this game needs a fun, easygoing GM, someone who wants to see what cool ideas the players come up with. Frank was great and I had a blast.
  • It’s really a downer when another player shuts down one of my ideas with straight up negation. To be clear, I’m referring to negation that hinders or halts all progress. It feels demoralizing and boring.
  • When I explicitly tell the other players that I feel that the momentum is stalling and that we should try to move things along, it doesn’t work. If anything, it can have the opposite effect (see the previous point).

Night Witches

This is a game that I already own and love, but never played (neither as DM or a player).

It was fantastic and probably the most memorable game session of all. So many intensely difficult choices to make. It wasn’t always apparent which was the best and any tragedies that befell our squadron had heavy dramatic weight.

My character was a “Raven” named Vera from the Ukraine. She was a “Protector” (a trait that was picked for me by the rest of the players based on my in-game actions).  She and the “Pigeon” made a hell of a team (I was the Navigator, she the Pilot). We were the most talented and successful of teams but at great cost (to others, mostly). I’d like to think that these two were successful in the war but with many ghosts haunting their dreams.

We had many great, intense moments and it was easy to create connections, drama and camaraderie. Very memorable and powerful game session.

I was sorely tempted to stick with that game the entire convention, but I stuck to my guns.

Biggest takeaways as a player

  • Debates about historical or canon facts (ie, nitpicks) ruin the tension and momentum. Such debates need to be outlawed (I remember being tempted to reach for the “X card” because all the pedantic nitpicking).  When I next GM a historical game, I’ll make a rule before the session starts that discussions about things that aren’t happening IN the game are to be kept out of it.
  • Supporting another player’s choices and coming to their aid even when it doesn’t have any clear benefit to my character had a big pay off. Created bonds between characters and players!
  • RPGs are better with really hard choices: especially when something goes really wrong (in a dramatic and cool way). Lesson learned.


My usual game was cancelled on Saturday morning and my new friend Frank (from the Dungeon World game) graciously invited me into his session of Psi*Run.

A fascinating game with a narrow focus but limitless character development options. Fast, frantic and fun (sorry if that sounded like a sales pitch).

I made some blunders during character creation that I still cringe about, but I adjusted quickly and Frank and the other players were forgiving.

This was another game that really stuck with me. I will try to run it when I can.

It began with shared world creation. We ended up with a post-apocalyptic world full of dome cities and a Jetsons-style civilization. My character was Judy Rocketson: a valley girl teen with impossibly huge telekinetically-augmented cybernetic strength. She had an expensive designer purse with a decapitated robot head in it.

Really a blast with a great few scenes of high tension and/or hilarity!

Definitely snagging a copy of this game sometime, somehow.

Biggest takeaways as a player

  • I really appreciate group player creation and wish I’d spoken with other players more before settling on my concept. I started off with a neat concept but terrible choices of powers (shouldn’t have been plural!) and questions that were impossible to answer in such a short session.
  • I loved shared world building in-game later (tying concepts together as we fed off each other’s ideas). I built on another player’s ideas to build on my own.
  • I dislike other players describing my character’s actions or intentions. I don’t know exactly why it bothers me so much, but there you go.

Gothic World

This is an Apocalypse World hack reminiscent of gothic-action-horror games such as Unhallowed Metropolis, Accursed or even Hellboy.  The idea is that the PCs are monster-hunters who happen to be monsters themselves. The setting is a pseudo-victorian with a dash of steampunk but mostly occult gothic horror. Very, very cool.

I ended up with an occultist playbook which was really cool. The game isn’t finalized so this was a bit of play-testing. I had some feedback on the nature of the demonic bargains and pacts but I got sidetracked.

The game started off well but one of the players was randomly allocated as the group leader. This can be ok, but it quickly led to disagreements and debate. Well, mostly from me. I didn’t get along with this fellow; I resent being bossed around in-game or out of it (by anyone other than the GM’s NPCs).

I had a solid plan but couldn’t get a word in. The party leader had an idea and didn’t care what the other characters had to say. I found myself strongly resisting the desire to rebel against him, but this would start up shit and make me look like a jerk so I bit my tongue.

Things got bad and I’m not proud of my behaviour. From a combination of too many players, a party split up and some unintentional sulking by me, I got severely bored. I would have left but the convention rules are clear: if you leave before the end of the session you’re banned from the rest of the weekend. So I sat there, silent, rarely able to get a word in.

The session concluded with a decisive battle against a frightening foe. A great scene and conclusion to the story despite the odd player chemistry. This wasn’t a fault of the DM, nor of the rules of the game.

I’m eager to see the completed version of Gothic World and I wish the creator(s) all the best!

Biggest takeaways as a player

  • I strongly dislike large groups. It creates waiting periods of inactivity, frequently makes you unable to voice  your opinion or to get involved with the action in the heat of the moment. The game had a lot of character and I would have liked to be able to spend more time with it.
  • I despise being told what to do by other players, or to be bossed around. I don’t mean other players offering suggestions, but being flat-out told that I should do something specific. Which leads directly into:
  • Don’t ever make one player the leader of the others unless they’ve been elected into such a role unanimously by the players.


It was a good experience, but I don’t know if I’ll go back again as a player (unless the GM is from the Ottawa Story Games group). I’m glad to have met some genuinely nice folks and I had a few great gaming moments.

Lastly, I think that I’ll stick with GMing. I’m not a very good player, I’ve come to realize, despite my best intentions!


Here is an old article that I never published for Koru. It focuses on an optional humanoid race evolved from Trilobites (which are the most numerous wild animal on Island World.

Even though it’s a bit rough, and likely will change a lot when the final book goes it, it’s worth checking out!

The Trilobite folk are bipedal humanoids who share an ancestry with the most common arthropods on Koru. While there are three varieties, each with some major distinctions, they all a set of hard, segmented plates going down from the top of their heads down their backs and along their short tails. While they have lost most of their ancestors’  many limbs they have kept the ability to roll up into a hard, armored ball for defence and mobility.


There are three “types” of Trilobite-folk. All three are Amphibious, have Natural Armor (of varying degrees) and can roll up into an Armor Ball.

1. Deep: these are the ones who most resemble their ancestors: they are shorter than other humanoids (roughly 3 to 4 feet tall) and have four sets of limbs. They can assume a bipedal stance by standing on two sets of “legs”. Their insect-like hands are completely unable to use tools or weapons designed for human hands, but their hard chitinous armor allows them to naturally replicate just about any basic tool. Their Natural Armor is the toughest (Plate Armor). A choice for players who wish to be very non-human and alien.

2. Tidal: Their Natural Armor holds the middle ground in terms of hardness (Chain Mail). A choice for players who wish to be unique but still relate-able to near-humans, like Dwarves, Gnomes or Halflings.

3. Shallow: the most human-like of this folk. Their dorsal armor is slimmer and more flexible, allowing them greater mobility at the cost of less protection. While they still possess two sets of arms, the lower pair are almost completely vestigial: too small and weak to perform any arduous tasks beyond lifting small objects. Their faces are almost completely human except for their segmented irises and their mouths which, while closed, look small, but while opened completely split open the lower halves of their faces into long mandibles and maxilla “fingers”. Their hands, are slimmer and more flexible, allowing them to use human tools. Their Natural Armor is the least hard (Leather Armor). A good choice for players wanting to be very nearly human but visually different with minor differences to set themselves apart, like Elves, Half-Elves or Half-Orcs.

People of the Tides

As with the slow movement of the moons and tides, these people have profound ideologies around peaceful and deliberate lives. They rarely act hastily or without some deliberation beforehand.



Labyrinth Lord (or OSR game of choice)

As Dwarves, except replace their racial abilities with the following:

Their unique physique prevents them from being able to use weapons, armor or tools made for human use. However their limbs function perfectly for most tools needed for hammering, cutting, digging or scraping (they do not need tools for most tasks).

Armored Shell: Trilobites have a natural AC of 5 from the tough shells on their backs.

Amphibious: Trilobites can breathe equally well underwater as above land. However prolonged exposure to a dry environment will have consequences on their health. Reduce each of their saving throws by 1 for each entire day spent away from a body of water large enough for them to be fully immersed.

Armor Ball: Trilobites may roll up into a tough ball. This form makes them nearly invulnerable (Armor class of 4) and their movement speed of 150′(50′). However they cannot perform any actions except rolling around and smashing into things (attack as a war hammer, dealing 1d6 damage).

Dungeon World

Coming soon


Status of the Lounge

After the A to Z Challenge, which was fun but quite demanding (but less so than I expected), I decided to take a break for a little while.

I also got really tired of social media and fora (message boards) and I’m trying to quit them to be more productive. My goal right now is to finish some RPG products (modules, mostly) and sell them on online PDF game distributors.

The following projects have completed first drafts and are being assembled into second drafts:

Conquerors of the Cosmos

This is an adventure module for Crimson Dragon Slayer. It is an homage to certain media from the 1980s: stuff like HeMan, Thundarr and Sectaurs. Right now it is a bit linear, so I’m working on making it more like a point crawl. This will hopefully get published through Korthalis.

The Warlock’s Curse

The title logo of this project is the featured image for this post. A 5e and Dungeon World compatible module set in Fantasy Romania. A lot of Ravenloft and Castlevania themes here. Included will be the Hydra Tome: a self-contained generator for unique and cool hydras.

King of the Grey Isles

The focus of my contribution to the A to Z Challenge. This will be a location-based adventure for 5e and Dungeon World. Gothic and Weird Horror, but very open-ended.

Island World

A Dungeon World hack long in the making. Was originally going to be focused on the aboriginal people of the Pacific ocean, but due to cultural sensitivity controversies over the last few years, I’m reluctant to do so anymore. The peoples in this book will definitely be non-white islander types but I won’t be naming names very much out of fear of being blacklisted or worse.

I will be creating art for all of these. My time that would have been spent on pointlessly browsing the internet will be used to develop these products. I’ll occasionally advertise their progress here on the Lounge.

Please stay tuned! Conquerors of the Cosmos is first in line because I’ve made promises to Venger that I’d get it done sooner than later. It’s been a year in the works: progress has been slow with a new baby in the home.