I should give some context to my AmberCon NorthWest visit. I am not a fan of Zelazny's Amber novels -- nor am I a fan of Wujcik's Amber Diceless RPG. I had played in one Amber DRPG campaign in 1992, and I basically hated it. The campaign I played essentially reproduced all of the bad features I noted in the book: NPCs who vastly overpower the PCs, competition between PCs without the option of fair contests, and Sorcery broken. I had read the first Amber series shortly prior, and I liked it enough to finish it but was not especially thrilled. However, over the last year, I had heard good things from two people (first my gaming friend Madeline, then online correspondant Lee) about AmberCon NorthWest, so I decided to try it out. In part, I specifically wanted to see what the alternate culture was like.
Mark W wrote:
I haven't been to an Ambercon. I have, however, been to similar single-fandom microcons, both in and out of RPG-land.This doesn't sound like my experience of ACNW -- but I'd welcome more comparisons to the communities which you met with. ACNW was something of a close-knit community, but it seemed to be that way through a direct network effect. That is, people who came would tend to come back bringing their friends and family. I'm not sure how many people were there -- I would guess between 100 and 150 (though some only stayed part time). Since I was only there one year, I couldn't say about the attrition rate. Perhaps Lee could say more.
The biggest things these events have in common is that often no-one even knows they exist unless they have already penetrated the outer layers of an insular fan culture ... There is a sort of "reverse network effect" that discourages recruitment in these kinds of mediafan communities, and I see no reason why this would be any different for gaming. I would be curious, though, to know how many of those newcomers become regular attendees - my guess is that there is a non-negligible attrition rate among people who find that the reality does not mesh with their expectations, but I doubt there's any straightforward way to know for sure.
As for demographics -- naturally most people were from the Northwest or Northern California. There were a number of people from England, though. Compared to mainstream gaming conventions, I saw relatively more couples and families attending. In registration, the organizers made an important point that all games should be classified as "teen friendly" or not -- something I rarely see in mainstream games. I also think that the percentage of women was greater -- I'd guess maybe 40% compared to maybe 15-20% at my local gaming conventions like ConQuest and DundraCon. What was even more notable was that there were many more games GMed by women: 30 by men, 20 by women, and 12 by both. That's much more than I've seen in either mainstream game conventions or surveys of gamers, where female GMs are generally less than 10%.
People tended to hang out together a lot outside of the games -- though this was influenced by the venue, which fairly isolated (i.e. there were only really two places to eat). Most games were Amber Diceless or a variant, but there was also Dogs in the Vineyard, Primetime Adventures, and Polaris.
As a side comment, I think there is a pretty major cultural difference between film, television, and comic fans and literary fans. I don't know much about the former -- but this felt very different than my encounters with TV or comics fans. I felt similarly from my visit to WisCon, a literary science fiction convention.
Mark W wrote:
I think that the "cultural" approach to functional play clearly provides things that formal design can't. I just don't think those things have much of anything to do with the actual experience of play, at least not in any reliable way. I think the big benefit is as a filter against agenda clashes (technical, creative, whatever) - people are strongly trained in a Right Way To Play, and those who don't find that fun either adapt or fall by the wayside. Pretty soon, the community is homogenous enough in terms of preferences that it rarely experiences overt dysfunction.Well, I'd offhand agree that the larger context of play is probably more important for the informal approach. I'm not convinced that it requires a larger total investment in training, though. I had no problem jumping into play at either ACNW or Knutepunkt. It may require more in the way of selection -- but that would have to allow self-selection or selective recruitment, since I didn't see much "weeding out" during the cons.
I think that each side examining the other might well help. For example, I think that games based on formal design can still benefit from the cultural context of play. At the same time, an informal environment like ACNW can still benefit from formal design. Dogs in the Vineyard, Primetime Adventures, Polaris, and Star, Moon & Cross all made an appearance there. I think Polaris and Star, Moon & Cross both worked pretty well with the crowd there.
Anonymous
November 29 2005, 22:27:35 UTC 6 years ago
This has big parallels in the world of "online rp" (the collaborative fiction-writing version), in which microcons and different layers of invite-only private games play a really major social role.
My understanding of the social context of ACNW specifically is probably lacking. Most of the information I have directly about the world of Amber fandom has aged a bit - I was much more interested in the mid-90s. I draw analogies to similar patterns in other fandom and they may well be somewhat infelicitous.
Re: litSF fandom - there's a real serious insider/outsider dynamic at play there, too. I live in the home of one of the most fractious SF fan communities known to man, whose major convention has fractured at least 3 times due to conflicting fan identity politics. I think SFF fandom is facing a challenge of "we need to recruit - but not THOSE PEOPLE" which has a lot of parallels to the increasing fragmentation of the RPG hobby.
Re: Polaris. I'm not surprised at all that Polaris gets a good initial response from the Amber community. I wonder how extended play would fare, though? The 'theme packed in the box' doesn't really develop in spades until you get 2 or more sessions under the belt. I think the tragic arc might trip many people's 'control of character' buttons eventually.
Mark W
December 1 2005, 19:22:23 UTC 6 years ago
Well, the RPG hobby is at least pretty fragmented. I'm not sure the fragmentation is increasing all that much, but it is at least a problem. I actually think that discussions like the vague RPG blog community are helping that. Whereas the Forge had some illusion of a monolithic identity, it's harder to look over the range of blogs (like the 20' by 20' Room and so forth) and see clear battle lines.
November 30 2005, 16:36:47 UTC 6 years ago
December 1 2005, 03:00:03 UTC 6 years ago
Freeform, Traditional Amber......27 games
Freeform, Amber Color............12 games
Freeform, non-Amber..............10 games
Amber, some other system.........2 games
Other games......................7 games
Gaming discussions...............2 games
Counting games only and excluding the gaming discussions, traditional Amber is 27/58, or 46.5% is traditional Amber.
The rough category definitions I used are:
Freeform, Traditional Amber -- this category is the "core" ADRP/freeform games with Amber as a subject matter. This includes spoofs like "Whose Throne Is It, Anyway?" and "The Chronicles of Corwynne Stormlord! (TM)" [the latter game using 6-inch action figures].
Freeform, Amber Color -- this category is for freeform games where the gameplay does not center on Amber-ness, but has enough ties to Amber to fit into the Con. Some of the other spoofy games like "Being Prince Benedict" and "Tea Party of Doom" are in this category.
Freeform, non-Amber -- these games seem to cluster around gritty, present-day, real-world superpowers. www.grand-design.net, based on the employees of a fictional web design company, has a real web site. Rumor has it that the GM has been emailed resumes from actual job seekers.
Amber, other system -- the games that use non-freeform/ADRP systems for an Amber-centered game.
Other games -- this includes stock games of Polaris, Dogs in the Vineyard, and Primetime Adventures as well as Amber-colored versions of board games, poker, and a scavenger hunt.
Freeform, Traditional Amber
Merry Hell
Princesses in Rebma
Don't Tell Mom the Babysitter's Dead
The Floramelles
Oblivion's Reward
The Queen of Winter
Treasure Hunt ala Amber
Going to Disneyland
A Ghost in the Wired
Keys of Amber - A Fable
Bluebeard's Honour
Out of Time
Of Patriots and Tyrants
Save a Universe
Dark Amber: Nobody's Home
My Missing Troubador
A Symphony of Memory and Motion
Out of Heaven's Hands
Shadow Walk: Cobwebs and Dust
The Silver Glass
Amber That Was
A Festive Romp in Castle Amber
The Prince of Darkness
Softly Did The Shadows Bloom
The Unicorn School of Trouble
The Forms of Things Unknown
The Chronicles of Corwynne Stormlord! (TM)
Whose Throne Is It, Anyway?
Freeform, Amber Color
"Being Prince Benedict"
The Shadowwalker's Guide to the Universe
Asylum
The Sable Game - Funeral in Berlin
Tea Party of Doom [Part 6 of the Winnie-ther-Pooh/Amber games]
Pulp Chaos
Ship of State
Special Offer! New Vacation Package from Corey Travel!
Zelazny Affair 3: LiteraTech in Amber!
After all, what are friends for?
Of Kinship and Tears
Family Bonds
Freeform, non-Amber
www.grand-design.net
Aurellis
Exponential
Ultimate High School Testu No Sakana
ShadowWorld 1
ShadowWorld 2
ShadowWorld 3
The Music of the Spheres Game
A Green Unpleasant Land
Jurisfiction
Other system, Amber
Amber Shadows
Amber's Watchdogs
Other Games
AMBER PIRATES
Dogs in the Vineyard: Hobbestown [run twice]
Polaris
G.A.S.H. - The Great Ambercon Scavenger Hunt
Primetime Adventures
Random's Regular Game
discussions
Why Are You Sitting Here With Me Instead of Running a Game?
Gamestorm
Anonymous
December 1 2005, 05:59:04 UTC 6 years ago
Does that sound fair and meaningful, or am I misinterpreting something?
December 1 2005, 05:59:49 UTC 6 years ago
Anonymous
December 1 2005, 15:41:20 UTC 6 years ago
Also, subject matter gets mined out over time for repeat play. Depending on the level of turnover in the population, that effect alone would drive migration to new imagined content - particularly if the stronger motivation is a technical or social agenda.
Mark W
December 1 2005, 18:05:02 UTC 6 years ago
You abandon subject whenever you've got a cool idea for something to play that doesn't fit into the the subject. That's more often.
December 1 2005, 19:33:48 UTC 6 years ago
There is more diversity of method than might be implied by the classification here. For example, I know "The Unicorn School of Trouble" used an extended system involving bidding and customized cards in character generation. A lot of people there have scorn for many of the specifics of Wujcik's book -- keeping only rough features of it. Their methods are similar in that they are diceless and involve a GM, but there is considerable variation of technique.
December 1 2005, 21:15:57 UTC 6 years ago
Oh, absolutely. Within that category of "Freeform Amber" there is a large variation both in formal rules like you mention AND in social contract and unwritten/informal rules. I think the key to ACNW's success is in solid communication about these rules.
I've written an LJ entry here that discusses this in more detail.
December 2 2005, 16:38:55 UTC 6 years ago
I suspect that there would be a lot more "Alternative RPGs" played at AmberCon NW if that was not the case.
December 6 2005, 23:05:49 UTC 6 years ago
December 6 2005, 23:50:24 UTC 6 years ago