So a few weeks back I wrapped up my final gaming convention of the year, Gamehole Con, in Madison, Wisconsin. I usually do only one or two conventions a year, but with the 50th anniversary of D&D, I ended up at five of them. For me, that's a lot of travel.
Oh, the name? Well, Gamehole Con is run by an attorney named Alex Kammer. He also owns a restaurant in Middleton called the
Free House, built into a historic building. The stairs to the second floor were too steep to use for a restaurant, so it became his gaming group's hang-out - the Game Hole. In it Alex has collected a huge amount of old gaming material, including the original TSR Forgotten Realms map. And he oversees Gamehole Con, which has been in the Alliant Energy Center to the south of the city. It's a really good convention, incredibly well-run. High marks all around.
And one of the things I like about going to conventions is seeing what is out there as far as new games are concerned. While our local game stores are good, they don't always carry the depth and variety I see at conventions, in particular from small publishers. So I tend to go indulge in a bit of shopping therapy. Plus, you're often buying from the publisher and sometimes from the creator, so that's nice.
Not everything here is from the convention. one is a local purchase and one from a kickstarter. But the bulk are from the convention, so let us start with those:
Gamehole Con swag: Program Book and a Rust Monster Plushie The program book is a spartan and effective twenty pager, with ads from the supporting sponsors, maps of the site, policies, and a list of exhibitors and guests (no bios, which is fine).. The events themselves are online with QR Code, which creates a nice versatility (the site itself is very searchable as well). The plushie is a standard for GHC as well, and a freebie to guests (I still have the Mimic from several years ago). The traditional Monster Manual rust monster is this year's plushie. The Lovely Bride has already named him Palladium.
[Note from the distant past - when the Rust Monster first appeared in D&D, there was no illo to go with it, so, since it showed up with various oozes, I assumed it was a pile of rust with Cookie Monster googley eyes. We didn't hear about the plastic toy until later.]
Wardens of the Eastern Marches, Alex Kammer with Josh Hoyt and Jason Knutson, Gamehole Publishing, 28 page saddle-stitched digest, 2024. Gamehole Publishing (Yes, connected with the Gamehole con) is launching its own organized play at the convention, and this was a free giveaway. The Eastern Marches are the setting for a bunch of adventures they've published over the years (see next entry). This tidy little booklet gives an overview of the world, as well as the basic ground rules for their organized play. All the information in the book can be found here, but it's nice to have a hard copy.
The Brain Gorger's Appetite by Alex Kammer, Gamehole Publishing, 40-page softbound, 2016, GHC Purchase. Into the Deep Dark by Alex Kammer, Gamehole Publishing, 46-page softbound, 2017, GHC Purchase, Trillium, City of Enchantment by Alex Kammer, Gamehole Publishing, 62-page softbound, GHC Purchase, 2018 All three of these were published over the years by Gamehole Publishing, and sold at the convention. I meant to pick them up last time I was there, and finally did so this time. The three adventures are part of a larger arc, set in what is now the Eastern Marches (see above), and involve a mind flayer brain gorger named Marlipp. The trilogy starts in the small town of Okney's Hold, journeys into the Underdark Deep Dark, and ends up in the faction-ridden city of Trillium. It's old-school adventures wired up for 5E action.
Lands of Runequest: Dragon Pass by Jeff Richard, Greg Stafford, and Jason Durall, 190-page hardback, GHC Purchase, Runequest doesn't get as much coverage out here in the local hobby stores, so I'm always glad to see it at conventions. Dragon Pass has its roots Waaaay back in the White Bear, Red Moon board game, and it is a highly diverse chunk of land at the crossroads of Glorantha. Lottsa sentient creatures, factions, and politics rolling around. Dragon Pass probably has the greatest weirdness-per-acre of any location in Glorantha. Nice to see the update.
No Time to Scream by B.W. Holland, Bridgett Jeffries with C.L.Werner Chaosium, 104-page hardback, 2024, GHC Purchase, Call of Cthulhu shows up in the local stores more often, but hey, I was there at the convention booth and they had a sale. No Time to Scream consists of three straight-forward one night-and-change adventures. Though aimed at novice Keepers/GMs with instructions and advice on how to play, the scenarios work well for pick-up games and (insanely) quiet evenings with more experienced players. Works best with pregens, which are provided and also available as an online download (which makes the assumption that the buyer has access both to a computer and a color printer (having a color printer readily at hand is one of the plus sides of the return-to-office push. That and free pens)).
The Order of the Stone by Jared Twing, Lynne Hardy, and Paul Fricker, Chaosium, 152 page hardback, 2024, GHC Purchase. This one feels like an old-school CoC scenario - three chapters, ancient cult, entrapped eldritch god, world-ending threat, hiking distance from Arkham. At first glance, it looks pretty good, with a collection of Lovecraftian set-pieces - ghost ship, small port town, rural wilderness. It's really good to see Chaosium do new old-style adventures in addition to updating the classics for the new system. Player handouts available online, which still has the challenge of No Time to Scream.
Seeds of Decay by Darryl T. Jones, Splattered Ink Games, 436-page hardbound, 2004, Gift of the Author. A big adventure about tiny heroes. The Dobbers are a diminutive people living in the Alwaysgreen Forest, threatened by an eldritch evil that is spreading like rot. Set up specifically for Dobbers and other tiny-size creatures, its two parts cozy game and two parts heroic horror. This is the deluxe edition (gold-foil on the cover). The author is also the artist, so it is a very good-looking product. The hat on top of it is for an upcoming product A Time-Traveler's Guide to Dinosaur Hunting. Nice hat.
Mazes by Chris O'Neill, 9th Level Games, 240-page hardbound digest, 2022, GHC Purchase. I mentioned Sentai and Sensibility in an earlier write-up, and I found the core mechanic (a single type of die tied to each character class) intriguing, but buried beneath a pile of setting-specific verbage. So when I discovered the system this was based on at GameHoleCon, I had to buy it. This is a revised edition, and is based on the original fantasy version of the game. It is much deeper than Sentai, and uses a number of interesting new systems. I'm currently digging through it. Its presentation is excellent, and it feels like a solid game.
Scurvy Buggers by Irene Zelinski, 9th level games, 76-page softbound digest, 2024 GHC purchase from designer. I got this from the designer at the Con, and we chatted. This was a pirate (I'm sorry - PYRATE) version of the game system, and it may be that I was already reading the Mazes game, but the rules went down a lot smoother for me than for Sentai and Sensibility. This is very much Black Sails and Our Flag Means Death with genderfluid pyrates. Zelinski expands the one-type-of-dice per class mechanic to include ship types as well. Neat idea.
Dead Man's Cove, by Tyler and Luke Stratton, Limithron, 1-page folder scenario, GHC Purchase, Buried in the Bahamas, by Luke Stratton, 22-page saddle-stitched digest, The Sinking of the Cthgan, Limithron, 8panel fold-out scenario, all GHC Purchases. It may occur to many readers that I am a sucker for pirates. Pirate Borg was a definitely superior evolution of the Mork Borg system, reshaped to fit the curves of the golden age of piracy. I have these in pdf from the kickstarter, but I really wanted to get hard copy as well. They are radically different in approach, and reflect very much a "maker" culture of craft where the presentation formats are elastic. I think I can keep them with my core book, which is a challenge when you have so many different physical approaches to the supplements.
The Warded Man by Peter V. Brett, Del Rey, 592-page trade paperback, gift from the author. I met Peter doing a livestream dungeon adventure on Saturday night, and he gave me a copy of the book. Imagine a world where demons show up every night in a twisted version of the initial day of a Minecraft game. The only thing that keeps them at bay are magical wards, and humanity sort of lies low behind its magical walls in the darkness. The Warded Man is the guy who manages to incorporate and utilized the wards, challenging the demons on their own ground. Yeah, this goes on my TBR pile.
Shadow of the Weird Wizard by Robert J. Schwalb, Schwalb Entertainment, 288-page hardbound and Secrets of the Weird Wizard by Robert J. Schwalb, Schwalb Entertainment LLC, 296-page hardbound, 2024 Kickstarter. About ten years ago, Rob Schwalb wrote the very excellent Shadow of the Demon Lord. This is an update to the system and a new world for that system. Demon Lord was very grimdark, while Weird Wizard is much more in the heroic mode - still a deadly world, but not a doomed one. Call it Greydark? Without too much digging (and yes, it rewards digging), it advances the design of Demon Lord just as Demon Lord advanced the design of D&D Third and Fourth Edition (and in a case of ironies, Demon Lord showed up around the same time as 5th edition, and Weird Wizard showed up with D24 (Yes, I'm still trying to make that a thing). Secrets is both the campaign setting and monster book, and takes the entire system out for a spin. The thing I can dun them for is that the tables use a light grey typeface that is hard on these old eyes. But a lot is going on here, and I'm going to be spending some time with it.
Godzilla The Encyclopedia by Shinji Nishiakawa, Titan Books, 216-page softbound, purchased at Midgard Comics. I bought of copy of this a while back, gave it to a friend who is a BIG Godzilla fan (we plowed through most of his DVDs from the Showa to Millennium era), then went back and bought a copy for myself. Titan is known primarily for their comic book collections, but this one started as a series of articles and just expanded from there. It's write-up of almost every monster in the Godzilla films, and every version of Godzilla, Missing are those that had an original version elsewhere (Rodan is there, but only appears here for when he first fought Godzilla), and the American versions. The writeups are two-page spreads, beautifully illustrated, that cover both in-world facts as well as design discussions of how the various Godzillas changed over the years. This is an incredibly excellent book if you're a Godzilla/Kaiju fan.
That wraps it for now. And more things have shown up while I was putting this together, but for the moment, more later.