Paid an annual visit to Ropecon, the (by far) biggest finnish roleplaying event.
Spent a good chunk of the evening there, listening to a couple of presentations, running into friends and admiring some of the dresses visitors had gone to great lengths to prepare.
Jaakko Stenros (whose blog hasn’t really been updated lately) and Markus Montola gave a presentation on Ethics of pervasive games, a topic I head no real clue about beforehand. The session turned out to be a good one - and the games in question not too tied to being larps, always a bonus in my book. Pervasive games were indeed a completely new genre to me, and the games, played out in public, seemed interesting. Ethics come into question as the game breaches several usually inviolate aspects of a game (space and time are used extensively, and there’s never definite knowledge whether a randomly encountered guy is part of the game or just a talkative passerby). The ethics were discussed using a couple of case studies. The first, Prosopopeia: Momentum succeeded well, whereas the Vem Gråter ended after the authorities got involved. The slides were snappily done, and probably will be available somewhere on the web (the immediately googlable ones are different from the ones shown in Ropecon).
Skipped the first guest of honor-presentation by Emily Care Boss (author of Breaking the Ice), and ventured into the open air to watch some combat. Wasn’t disappointed. The finnish chapter of Society for Creative Anachronism put up a good show on how to whack fully armored people over the head with pretty realistic rattan weapons. Which, considering the heat, was quite a display of martial prowess. The combatants ranged from users of the almighty two-handed sword to a more traditional sword and shield combination (both shown in the photo).
After the well-presented and quite safe-looking SCA session a finnish troupe called Harmaasudet showed that it is feasible to use real edged steel weapons in mock combat - which didn’t seem like a really good idea, especially when the combatants were not decked out in full plate armour.
Robin Laws, the second guest of honor, gave a good two hour presentation/interview/workshop. The discussion (with lots of questions from the audience) ranged from his past, present and future games. Heroquest in all its guises got the most bandwidth, and the weird world of Mad Lands popped up several times in the discussion as well. The third (forthcoming) Gumshoe game: Mutant City Blues sounded like a sure thing. A police procedural set in a world of superheroes (like Alan Moore’s mighty Top 10) is as close as sold to me as things can be. Best Friends got a heavy dose of props on a new twist on character generation (used effectively outside the high school setting in a thinly veiled Iraq-analogy), and Robin’s commentary on character death (it’s really painful on the GM) was spot on. Definitely a very good and worthwhile presentation, not on par with last year’s masterpiece from Ken Hite, but I wasn’t really expecting anything to supersede that.
Obligatory linkage: Robin Laws’ livejournal, See Page XX: a semi regular column, Issaries: publisher of HeroQuest.
As expected, a lot of people had dressed up. A lot of them in very impressive suits. Though it may be possible to tire of blood-spattered girls in school uniforms, that didn’t happen yet. The most impressive individuals were not 1:1 replicas of some World of Warcraft or Anime characters, but two small boys dressed up as hobbits. Merry and Pippin, as they claimed loud when asked. Me? The traditional baggy black cargo shorts and a non-band-logo t-shirt (definitely in a minority, especially Iron Maiden was prominently shown on dozens of chests).
Called it a day early. The auditorium got increasingly mobbed up during the tail end of Robin Laws’ presentation. Mobbed up with people whose idea of decent behaviour didn’t exactly agree to letting others listen to the man with the microphone. Figured that the next session might have been a disaster of epic proportions (like the last year’s reality television-larp), and slunk towards the exit. A door-to-door service with 550 is just too convenient to ignore.