Green Ronin: The Early Years

It was a decade ago this month that Green Ronin released its first product at the Origins Game Fair in Columbus, Ohio. I remember getting that first box of games and cutting it open on the convention floor. I could have no idea that the company would still be going 10 years and well over 100 products later.

In the beginning it was just Nicole and I. I was working at Wizards of the Coast in the company’s first attempt to do miniatures games. I had previously worked in Roleplaying R&D, mostly on Dungeons & Dragons, but moved over to the new minis division because it seemed a good opportunity to get in on the ground floor of what could be a major new part of the company. By early 2000 I had been working on the game that ultimately came to be known as Chainmail for a while, and I found I missed doing RPG work. It would also be fair to say that I was frustrated with my job and WotC’s corporate backstabbing environment.

In February of 2000 I decided to go ahead and start my own company on the side to do roleplaying games. The goals were modest. We’d try doing two books and see how it went. Having previously been part of a small press RPG operation (the original Ronin Publishing), I was under no illusions.

Our first release was Ork!: The Roleplaying Game. Back in college my friend Crazy Todd had run this fun and totally zany campaign in which we all played Orks. It was in theory an AD&D game but really the rules amounted to Todd saying, “Roll some dice,” at appropriate moments. I suggested to Todd that Ork could be a fun beer and pretzels RPG and that I’d design a set of rules if he wrote up what was dubbed “The World of Orkness.” We aimed for a short, punchy game and succeeded in bringing it home in 64 pages of wackiness.

At the same time the Open Game License was under development at WotC and with it the idea of D&D3 as the “d20 System.” I remember sitting in a meeting with most of R&D about the OGL and d20. Many folks were dubious about the whole endeavor. One argument made at the time was that third party companies could do products that WotC itself had trouble doing profitably. In other words, adventures. And I thought, “I bet I could turn a profit selling an adventure when D&D3 hits the shelves.”

That thought led to Death in Freeport, our second product. It debuted at GenCon on the same day as the third edition D&D Player’s Handbook. Atlas Games also had a short adventure out that day by John Tynes. If you wanted to play some third edition D&D on August 10, 2000, there were exactly three books you could buy. That’s how I justified doing a print run that was, by any normal standard, insane. A gamble certainly but one that did actually pay off. Death in Freeport was a hit, we sold gobs of it, and soon the d20 market exploded.

If I was rash, I wold have quit WotC right then and gone full on with Green Ronin. I sometimes wonder what would have happened if I had. I tried to be sensible, however, and still believed that we could make a traditional miniatures business work at a company that simply didn’t understand it. So I stayed on after the Hasbro buyout, but ultimately was laid off in 2002. By that point Green Ronin was thriving and I just stepped into doing the company full time. Hal Mangold, who had helped us out with cover design early on, came on as well and the core of the company was set.

Since then we’ve had highs and lows, successes and disasters, great times and dire times. I never thought we’d last as long as we did, but now that we’ve hit that 10 year mark, I can look back at what we’ve achieved and feel proud. Next week at GenCon we’re launching the DC Adventures RPG and starting another new chapter of our history. How many more will there be? Hell if I know, but as I said back in 2000, “Let’s put out good games and see what happens.”

Originally published on LiveJournal on July 30, 2010. 

Prague, You Will Be Mine!

In 1990 I spent a couple of months of the summer traveling Europe with my girlfriend Stacey and our friend Kathy. We started in Scotland, moved down to England, and then over to the Continent, where it was youth hostels and Eurail all over. We visited many countries and had a great time. One place we didn’t get to, however, was Prague. It was on my list for sure, but when we got the Eurail passes in NYC, we were told they were no good in Czechoslovakia. Since our budget was already quite tight ($20 a day for hostel, food, and fun), we decided to save the expense of an extra train ticket and skip Prague.

Towards the end of the trip, we were in Munich and went to visit Dachau. Perhaps the most bizarre incident of the whole trip occurred when I ran into my friend Cecil (Castellucci, author of the awesome The Plain Janes graphic novels; you should buy her new book Rose Sees Red next month) in the middle of Dachau. The Nazi death camp. We had met at NYU but she had left (for Montreal IIRC) the year before and I hadn’t seen her since. To run into each other there of all places was pretty weird. She and her friend had just come from Prague and they said they had gone there on Eurail passes. So we had been lied to in NYC and now it was too late to work Prague into our schedule. Lame.

In 1994 I was back in Europe for another two month trip, this time as a roadie for a French punk band called Scraps. That’s a long story for another day, but the pertinent bit is that we were scheduled to do a gig in Prague. I had been robbed in 1990 and here at last was a chance to make good. After various misadventures in France, Basque country, Spain, and Italy, we moved into Germany to do the biggest shows of the tour, many of them with a shitty straight edge band from California.

We were driving down the autobahn one day when I smelled something funny. Well, funnier than a van with 8-10 punks in it at any rate. Suddenly the driver swerved to the side of the road and yelled that we should all bail out. The reason was obvious when I jumped out: the engine was on fire! I and several others moved to the back of the van and started tossing out our bags and the equipment. Meanwhile, others tried to get the fire out. The bass player succeeded when he dumped soy milk on the blaze. The good news was that the van had not blown up or burned out. The bad news was that we were stranded in an East German town know for its Nazi skinheads. Awesome.

We got the van to a shop and they said it was going to take several days to fix. In the meantime, we had to rent a couple of cars and continue on to Berlin, where we had our next gig. We were supposed to go to Prague after that but guess what? The cars we rented could not be taken across the border. Apparently too many people were renting cars, driving to Eastern Europe to sell them, and then reporting them stolen. Once again I was denied a chance to see Prague. To make matters worse, when we next played with the band from Callie they said the Prague show was great and they had had an awesome time there.

I thought of all this tonight because I was watching the Prague episode of No Reservations. Seeing Bourdain gallivanting around the city and eating an endless array of pork and sausage made me think about how I still hadn’t gotten there in all these years. The game business has taken me back to Germany and England, and even to Finland, but not to goddamn Prague. Someday I will cross that city off my list.

Originally published on LiveJournal on July 6, 2010. 

Little Men, Big Games: Running Minis Games at Conventions

A convention game of the Battle of Borodino I played in 2010.

I started playing miniatures wargames in the early 80s. I got into them as an outgrowth of my roleplaying hobby via the AD&D Battlesystem rules. I had started collecting miniatures for use in my AD&D game and was transfixed by the idea of fighting big battles on the tabletop with armies of toy soldiers. Over the years I have played many different games, from fantasy and scifi to ancients and World War 2. For many years I only played games with my friends but in 1989 I went to my first GenCon and that changed. There I experienced my first big convention games and I have played many more since.

At first I was impressed by the sheer spectacle of the big con game. When you see thousands of painted miniatures on a huge table covered with lovingly detailed terrain, it is a thing of beauty. Too many times, however, the spell created by the big battle was broken once the game actually started. While many game masters succeeded in putting on a great spectacle, too many failed to deliver a fun game. After seeing some of the same problems in convention miniatures games for over 20 years, I decided to write this article and offer some advice to prospective GMs. I hope my fellow miniatures game enthusiasts find it of use.

Design and Playtest

When I was about 12 years old, I “designed” my first wargame scenario. I tried to recreate the Battle of Kursk using Avalon Hill’s classic Squad Leader boardgame (I know, I know; I was 12). In practice this meant setting up four boards and filling them with as many German and Russian tanks as I could. My brother and I tried to play it and of course it was too big and unwieldy to finish. My attempt was a failure but it taught me an important lesson. Designing a good scenario takes more thought that just using everything you have and yet this is a trap many big games fall into.

You want your game to be playable in the allotted time and ideally there should be a decisive result at the end of the game. Before you put every painted unit you can muster onto the table, ask yourself what you really need to make the scenario work. Are you adding more units because the game demands it or because you think it’ll look impressive? Remember that you are not building a diorama here. This is a game that’s your players will be dedicating 4-8 hours of their valuable con time to, so you want to show them a good time.

Now it may not be apparent to you when a game is too big and when it’s just right. That’s what playtesting is for. I have played many con games that clearly were never playtested at all. You should try to find time to run at least one and ideally several playtests of your scenario. It’s also helpful if you test with a similar number of players as you’ll have in the final game. The more players there are in a game the longer each turn will take due to kibitzing, rules questions, and so on, so you’ll get a more realistic result with the correct number of participants. I have seen several GMs shocked when their games did not come close to finishing. They had playtested, but with two players who knew the rules quite well. A con game is a different beast than a home game.

When you run a playtest, there are four key questions you are trying to answer. First, and most importantly, was the game fun for everyone? Second, were all the players engaged in the game from start to finish? Third, did all sides have a reasonable chance of victory? Fourth, was a decisive result achieved in the scenario in the allotted time? If the answer to any of these questions is no, modify the scenario and try another test game if you can.

Prep Work

I will assume for the sake of this article that you have sufficient miniatures and terrain to put on the scenario you’ve designed. So other than playtesting, what else do you need to prepare before the convention?

One oft overlooked detail is writing up an event description for the convention. This is your chance to sell the game to prospective players. You want to describe your scenario and note its interesting or unique features. You should clearly indicate the game’s genre or historical period, the rules set you are using (including edition, if there are several), the length of the session, and the number of players you can accommodate. If you welcome players new to the game, you should note that as well.

Next you should prepare handouts for the players. Most games have some kind of quick reference sheet with key rules and tables. You should have one of these for each player. If you are using house or special rules, prepare copies of those as well. You also want to have a sheet for each player that details his command. This will allow the player to see his forces at a glance and have needed stats at hand. Laminating this reference material is a nice touch but not required.

You should also pack up whatever other accessories the players will need, and bring enough so they don’t have to fight over them. Don’t assume they are going to have anything, even a pencil. Depending on the game, you may need various polyhedral dice, templates (turning, blast, etc.), wound markers, cotton balls, activation tokens, measuring sticks, or playing cards. Packing a spare copy of the rules is also a good idea. Industrious players may want to look at the rules during downtime and you want to keep yours at hand.

Starting the Game

At last the big day arrives and game time approaches. You should find out from the convention organizers when your table will be open for you to begin set up. Some conventions have limited table space, so don’t assume you’re going to have hours to get the game ready. You do want to give yourself as much time as possible to get everything set up, so arrive at your location as early as you can. You don’t want to waste valuable play time finishing something you could have done beforehand.

Once the players arrive, you should identify yourself and the game to make sure everyone is in the right spot. When you are ready to begin, introduce the scenario, tell the players the basics of the set up, and hand out the reference material. If you have inexperienced players, you should give them a brief overview of the rules and run through the turn sequence. You should also let everyone know up front any house or special rules. That’s not the sort of thing you want to spring on people mid-game. Lastly, you need to divide the players amongst the various sides. You should try to accommodate the players if you can. Let friends play together (or against each other!) if that’s what they want.

Commands and Deployment

At this point you need to give each player a command. You should have put these together while designing the scenario. The last thing you want to do is let the players divide up the forces themselves. That’s just asking for chaos right at the start of the game and you don’t have time to waste. The commands should be fairly balanced. Don’t give one player all the elite troops and another the peasant conscripts. I also strongly encourage you to make sure that each command includes at least one unit on the board and near the enemy at the start of the game. In a similar vein, you should think carefully before leaving any troops off the board in reserve. I say these things because one truism about big convention games is that turns can take a long time. If you give a player a command that starts off the board and his troops won’t begin to show up until turn 2 at earliest, for example, that player may be doing nothing for an hour or more. This is not fun. You want all the players engaged in the battle and interested in the results from start to finish.

Some GMs like to hand out commands and then let the players deploy their own forces. Again, I urge caution. If you deploy the various commands in their starting positions, play can start quickly and this greatly increases the odds of the game finishing. If you let the players do it, they’ll have to confab and then all the minis you set out will get picked up and re-deployed. I’ve been in games in which we didn’t start actually playing until an hour and half into the session. I think it’s better to maximize the play time by having the game ready to go when the players show up.

Running the Game

Now at last the game can get underway. Your job during the session is part referee and part traffic director. You need to keep the came going, which means clearly announcing turns and phases so players know what they are supposed to be doing. In the early turns you should make sure that players are handling the basics like movement and formations correctly. I suggest that you oversee all of the actual combat if you can, so it’s done properly and you know how the battle is proceeding.

During a game, you will have to answer many rules questions. You want to be fair but you should also be decisive. Many rules lawyers will try to argue with you and this just bogs things down. Remember that it’s your game and you are perfectly within your rights to make a ruling and end the discussion. You don’t want to waste 10 minutes pulling out rulebooks and referencing minutiae while the other players stare into space. Make a ruling and go, go, go.

As I’m sure is clear, running a convention game can be a bit overwhelming. That’s why I suggest recruiting one or more assistant game masters if you’re going to have more than six players. I’ve been at games with 16 players and one GM and it’s just too much for one person to handle. An assistant game master can answer common rules questions, help resolve combats on one side of the board when you’re doing something else on the other, and so on. Sometimes a group of friends will put on a game together. This is great, but I do suggest that one person take on the roll of lead GM. It’s good to have a final arbiter in such situations. I have been in games in which all the players watched the GMs argue amongst themselves and it isn’t pretty.

Wrapping Up

Hopefully, when play time is running out, a clear victor will have emerged. As a player it’s a drag to put four or six hours into a game and have a total stalemate as the result. Better a hard fought loss than feeling like the entire battle was pointless. One of your jobs as the GM is to decide when the battle is over. The clock will eventually do this for you, but it is often obvious before time that one side has lost. Don’t feel that people have to be rolling dice up to the very last second. Sometimes the best thing to do is call the game. That way you aren’t making players who have clearly lost fight it out to the bitter end. Most players don’t mind an extra half an hour at the trade stands anyway.

When the battle is done, thank everyone for playing. If there’s time, ask them for feedback on the game. You may want to run the same scenario at a different con and feedback from the players is useful for fine tuning. Even if you never run that particularly scenario again, you will certainly learn lessons that will help you put on even better games in the future.

Let’s Have a War

I hope I haven’t scared anyone away from playing or running convention miniatures games. I have played many enjoyable games over the years and look forward to many more in the future. Putting on a big con game is a lot of work, but it can also be quite rewarding. With a little forethought and a dose of common sense, your battle can be both a great spectacle and a great game. So get planning and muster your forces. Let’s have a war…on the tabletop.

Copyright 2010 Chris Pramas

Originally published on LiveJournal on June 7, 2010. Later published in Wargames Illustrated, Issue #279.

http://www.wargamesillustrated.net/Default.aspx?tabid=308&art_id=2326

Hither and Yon

I have had a hectic couple of weeks. I visited family and friends in New England, had meetings with DC Comics in New York City, enjoyed a game convention in Olympia, and attended my brother-in-law’s medical school graduation in Portland, OR. Along the way I saw a lot of old friends and ate some delicious food, like Maine lobster, New England fried clams, and NY pastrami. At the same time I’ve been trying to keep my fingers in a dozen different pies and work more on Dragon Age. Ironically enough, my most productive work day while traveling did not involve the laptop I lugged everywhere. One day I went to the NY Public Library on 42nd St. and worked in one of the huge, gorgeous galleries there for several hours with nothing more than a notebook and two RPG books. That was old school. I also amused myself by taking a picture of the street signs at 53rd & 3rd. Ramones fans know why.

The convention was Enfilade, the yearly show of the Northwest Historical Miniature Gaming Society. I believe this was my fifth year in attendance and it was fun as always. This is the one con a year I go to strictly to play games. No work, just pushing lead. I gamed for 24 of the 48 hours I was there. By Saturday afternoon I was a little worried because I had played two fun games and two frustrating games and usually I have a better ratio at Enfilade. Luckily, my last two games were good, making it a 4-2 in my favor. I missed Rick, who is my usual compatriot at the show. More friends have begun to attend over the years though, so I had a good time hanging out with Jefferson, Stephen, Randy, Alfonso, and Jason. I think the best thing I played was an Indian Mutiny game using The Sword and the Flame rules. I posted pics from the con on my Facebook page. http://www.facebook.com/album.php?aid=172257&id=755048084&l=ecab5e4a13

Things should be more mellow over the next month, which is good because I have a lot to get done. I am in theory going to Brazil for RPGCon at the beginning of July. I say in theory because I need a visa to get into Brazil and before I can get a visa I need a plane ticket. Since the visa process takes three weeks I need that real soon, but my attempts to sort this out with the con has not produced any results yet. We shall see.

I am certain that I’ll be in Vancouver as the “Honorary Guest of Honor” at Conquest, BC July 9-11. I love Vancouver so I’m sure that’ll be fun. http://www.conquestbc.com/

Suddenly, GenCon is feeling close.

Originally published on LiveJournal on June 3, 2010. 

A Playlist for the Heart (Rate)

I usually just listen to full records but I like making playlists for working out. I’m seeing my trainer tomorrow so I made a new one. She doesn’t mind my blaring punk rock, though a couple of times ladies from the studio next door have come by to complain. This is the first time in my adult life I’ve successfully stuck to an exercise program and having music I like playing has helped. Here’s what I’ve got lined up for tomorrow. This should help keep my heart rate up.

Hüsker Dü, “In a Free Land”
Channel 3, “Manzanar”
Toxic Reasons, “Breaking Down the War Machine”
Radio Birdman, “New Race”
The F.U.’s, “Unite or Lose”
Articles of Faith, “I’ve Got Mine”
Government Issue, “Understand”
Suicide Machines, “High Society”
Big Boys, “Which Way to Go”
Lars Frederiksen & the Bastards, “Dead American”
The Cute Lepers, “Opening Up”
The Wipers, “Window Shop for Love”
Go Betty Go, “I’m from LA”
Faith, “Subject to Change”
The Dils, “I Hate the Rich”
Cadáveres De Niños, “Tragedia”
G.I.S.M., “Death Agonies and Screams”
Negative Approach, “Can’t Tell No One”
The Dicks, “Dicks Hate the Police”
Reagan Youth, “Degenerated”
Marginal Man, “Fallen Pieces”
MIA, “Boredom is the Reason”
Se, “Punk on typerää”
The Tossers, “No Loot, No Booze, No Fun”
Nekromantix, “Gargoyles Over Copenhagen”

Originally published on LiveJournal, May 13, 2010. 

This Blog in Temporary Stasis

I’ve been updating this blog via ftp since I started it many years ago. Blogger, however, is disabling that functionality tomorrow. They want users to migrate their sites to blogspot URLs. Since I already pay for this domain name and for hosting, I’m not real keen to do that. At this point I’m not sure what I’m going to do with this site, as I’m not Mr. Technical.

I will continue blogging, however, so until I sort it out you can find me on Livejournal and on Facebook. In the meantime I will try to find out if I can stop using Blogger without losing my entire archive of posts here.

See you on the interweb, netpunks.

A Modest Proposal for Oklahoma

A new Oklahoma law requires women to get sonograms before they can have abortions. Depending on the state of the pregnancy, the sonogram may be transvaginal. The doctor must turn the screen to the patient and describe the fetus: fingers, toes, heartbeat, etc. None of this is optional, even for victims of rape or incest. Proponents of the law say it is so patients are fully informed before going ahead with the procedure. An interesting position, since they just passed another law that makes it legal for doctors to lie to women about the health of fetus. A doctor can fail to mention a birth defect, for example, and cannot be sued for deceiving the patient.

Funny, isn’t it, that the very same people screaming about tyranny from the Obama administration are fully behind mandating invasive medical procedures for others? I thought these stalwart conservatives were all about individual freedom and government staying out of their lives?

I therefore have a modest proposal for Oklahoma. I think their government should pass a new law to provide parity in their fine state. Once enacted, any man in Oklahoma who wants to buy a gun must first get a prostate exam. Furthermore, the doctor must turn a monitor towards the patient so he can watch a live feed of the whole procedure. Critics will say that I’m advocating controlling men’s bodies but I assure that’s not the case. I just think that before a man gets a deadly weapon, he should understand something about mortality. And what does a better job of that than having an old doctor stick his shaky finger up your ass for a few minutes?

So please, Oklahoma, consider this proposal. If women must endure an invasive medical procedure to do something that is fully legal in America, it’s only fair that men do the same.

Thoughts on The Pacific

As most of you likely know already, I’m a keen student of World War 2 (and even did a RPG on the topic, V for Victory). I think I’ve read more books about that conflict than any other topic. I’m sure it’s no surprise then to learn that I was really looking forward to the new HBO mini-series, The Pacific. The idea was to do a show similar to Band of Brothers but set in the Pacific theater. The producers chose to focus on the classic island hopping match-up: US marines vs. the Japanese.

I’ve now watched six of the ten episodes and I’m finally fully bought in. I was worried for the first month because it did not suck me right in (unlike Treme, the other new HBO show, which had me in the first 10 minutes). I’ve been pondering why that is and I think I’ve figured it out.

Band of Brothers benefited from focusing on one small unit, Easy Company of the 506th Parachute Infantry Regiment. A challenge of any war movie is that most of the protagonists will be dressed in the same uniform. The film makers thus have to work a little harder to differentiate the characters, since visual cues are often minimal. Basically, one guy in fatigues wearing a helmet looks much like another, at least at first. Band of Brothers was better able to bring out its characters in part because the show was about only one company and there was a core of reoccurring characters.

The Pacific tells the story of the war through three men: Robert Leckie, Eugene Sledge, and John Basilone. They were all in the 1st Marine Division but they weren’t in the same company or even in the same battles necessarily. Basilone was on Guadalcanal and Iwo Jima, Leckie on Guadalcanal, Cape Gloucester, and Peleliu, and Sledge on Peleliu and Okinawa. This means that each of them has a separate cast of supporting characters and that’s been problematic. It’s often difficult to keep the various background characters straight, especially when you might only hear their names once. I’ve ended up watching each episode twice. The first time I take in the overall story. The second time I watch for little details and try to make connections I may have missed.

Of the three main characters, two of them wrote books after the war. Robert Leckie wrote “Helmet for My Pillow” and Eugene Sledge penned “With the Old Breed: At Peleliu and Okinawa.” Last week I was the bookstore and I decided to pick up Sledge’s book, since the show was shifting its focus onto him. I finished it before the latest episode aired last night and I’m really glad I read it. It was much easier for me pick out the support characters. Ah, there’s the captain they called “Ack Ack,” there’s the crazy gunnery sergeant who scrubbed his scrotum with a steel-bristled brush, etc.

By the fifth episode I had already felt like it was cohering better, and that was cemented last night. It seems there will be a third episode on Peleliu and that will help as well. The early episodes did skip around a bit and the pacing was sometimes odd. With only four episodes left, I guess that means one more for Peleliu, one for Basilone on Iwo Jima, and then two for Sledge on Okinawa. I will be interested to see how the whole thing hangs together once I’ve seen it all and to see if it passes my “random flip” test. Basically, I know I really like something if I’ll stop and watch it whenever I’m flipping TV channels and come across it. Band of Brothers passes that test, which is somewhat ridiculous since I own the series and can watch it anytime. We’ll see if The Pacific measures up.

A Small Price to Pay

A few years ago I was a guest at a convention that didn’t really have its game stuff together. They planned a Q+A session for me, for example, but didn’t put it in the con booklet so anyone would know about it. Surprise, surprise, only one guy wandered by and he had only a vague idea who I was. He half-heartedly asked me one question and while I was answering him, he rolled up his t-shirt and began picking lint out of his belly button.

As you might imagine, I needed a drink afterwards. At the nearly empty bar I discovered a couple of the other con guests. One of them was Dave Arneson. I had met Dave in passing but never had the chance to sit down and really talk to him. So Nicole and I joined Dave and his business partner Dustin and spent a couple of hours drinking and swapping stories. It was delightful and Dave was incredibly nice. When he passed away, I was glad I’d had the opportunity to spend a little time with a man who’d had a serious effect on my life. The ignominious belly lint incident was a small price to pay.

My Norwescon Schedule

I’m a guest at Norwescon here in Seattle this weekend. “The Northwest’s Premier Science Fiction and Fantasy Convention” is in its 33rd year and I’ll be on hand to talk about all sorts of gaming goodness. You can find me on the following panels.

Wargaming 101
Friday, 11:00 a.m., Evergreen 3 & 4
What is miniatures wargaming? How does one get started? Do you really have to be a good painter? Do games last for hours? What is the difference between skirmish and battle? Is this a good hobby for women? Come learn more about miniatures wargaming, from historical to sci-fi/fantasy and steampunk. Our panelists will explain the attraction to the hobby and what types of games are available for everyone, from newbies to experienced players.
Dylan S. (M), Jason Bulmahn, Chris Pramas

What is D&D;?
Friday, 3:00 p.m., Evergreen 2
D&D; has been through a number of editions, each of which has changed the rules and the core setting around it. In the past few years, games like Pathfinder, Castles and Crusades, and Swords & Wizardry have emerged from the OGL to offer their take on traditional, D&D; fantasy gaming. What is the core of D&D; and what allows it to remain so popular despite the rise of digital games?
Wolfgang Baur (M), Jason Bulmahn, Bruce R. Cordell, Chris Pramas

Family-Friendly Games
Saturday, 10:00 a.m., Cascade 10
Panel experts discuss what makes a family-friendly game and what options are out there for the family that wants to game together. Our panelists will discuss age- and family-appropriate games for all ages, covering everything from board and card games to video games.
Chris Pramas (M), James Ernest, Mike Selinker

The Publishing Revolution
Saturday, 5:00 p.m., Cascade 4
The future of publishing is a big question mark right now as traditional publishing houses shrink along with the economy. At the same time, multiple versions of community-driven new media publishing models are popping up all over the internet; and some of the best fiction being written today is showing up on the web out of small independent publishers. What’s happening, what’s the future of publishing, and how can you become part of the publishing revolution?
Jak Koke (M), Bob Kruger, Chris Pramas, Patrick Swenson

Hope to see some of you there!