Reefcon '05 Report
As you may already know, I attended Reefcon ’05, Cairns’ annual RPGA convention at the Trinity Bay High School, yesterday evening. Almost half the players were up from Brisbane; the event they call the “Spring Revel Downunder” is actually going to be in Brisbane this year, so the money the Brisbane gamers usually save to fly to Sydney or Melbourne for the Revel was used on flying up here instead.
Couple of things I’ve learned:
- If you want to go to an RPG con to meet new gamers, it’s best to go to as much of the whole event as time and money permit. Just turning up for one session ain’t gonna do much good; you don’t have any time to really get to know anyone and, unless you’re Captain Charisma, you’re not giving anyone else a fair shot at getting to know you. Invest your time in them and it's more likely they'll invest some in you.
- An RPGA convention attracts the “gamer” type more than most. Expect to hear conversations on whether to get a mastercraft broadaxe or the enchanted armour next, or how rule X on armour-stacking in the Player’s Handbook interacts with rule Y on Divination school spells introduced in a campaign card. If you hear any discussions on character development, you’ll be very lucky.
My picture of the typical RPGA con gamer (based, admittedly, on a couple of hours of pre-game and a single session alone) is one of an RPGer who is focused on maximising his character’s system-based capabilities. Now, don’t get me wrong, I have no issues with that. The D20 System as implemented in D&D and most of its iterations are geared around gettin the most out of your game-piece's tactical strengths and options. And yes, that can be quite a bit of fun. It’s just a little disheartening if you want to run a game using Primetime Adventures next. (Not so much if you’re also thinking of running Starship Troopers, though…)
The adventure itself, the Living Force module “Decision: Almas”, was sorta fun. A few of the old hands, grognard-types, had a tendency to run rough-shod over the others (myself included) and get into rules arguments with the GM. I came up with a Zabrak Fringer 2 / Scout 2 (on a whim, you see) named Zen Mallon (yes, I like using that name for Star Wars characters) in the two-hour gap between when I arrived and when the game started. He wound up as captain of a ship when it turned out that no-one else had Space Transport Operation and a Pilot total higher than +4 (even though the aforementioned grognard-types acted as though they were in charge anyway, and I will confess, I did nothing to disabuse them of that notion). Unfortunately, during groundside battle I discovered that poor Zen Mallon couldn’t hit the broad side of a bantha. Next time I’m multiclassing with something that actually starts with a Base Attack Bonus of at least +1. (I’m actually starting to think like them…)
So, in terms of using Reefcon as a way of meeting gamers, I’ve decided to formulate a plan of attack for next year. It requires buying the 3.5 Core Rulebooks, which are an investment I can’t afford right now, but I should be able to plunk some change down once the job situation has stabilised.
And here's an interesting tidbit: The gent who runs Reefcon is, I believe, the librarian of Trinity Bay High School. Why do I think this? Well, the big clues were the facts that (a) most of the attendees there constantly referred to him as "Mr. Paris" and (b) most of the events were run in divisions of the school library. But another, somewhat more subtle yet more telling clue was that I spotted a set of the Dungeons & Dragons version 3.5 Core Rulebooks and a copy of the Star Wars RPG Revised Core Rulebook, all with Dewey decimal stickers on the spine, all ConTact-coated and well-used in that high-school-library-book fashion.
I have a lot of respect for this man...
Oh, by the way: Here's Zen's stat block as after Decision: Almas:
Zen Mallon: Male Zabrak Fringer 2/Scout 2; Init +3 (+3 Dex); Defense +17 (+4 class, +3 Dex); Spd 10 m; VP/WP 30/12; Atk+5 ranged (3d6/20 or DC 15 stun, Blaster pistol, range 10 m) or +1/+1 ranged (3d6/20, Blaster pistol with Multifire, range 10 m); SQ Barter; SV Fort +8, Ref +7, Will +4; SZ M; FP 1; Rep 0; Str 11, Dex 16, Con 12, Int 12, Wis 10, Cha 14, Challenge Code C.
Equipment: Blast helmet, vest (DR 2).
Skills: Astrogate+2, Balance+4, Bluff+5, Climb±0, Computer Use+3, Diplomacy+4, Gamble+3, Handle Animal+4, Hide+5, Jump+2, Knowledge (Cularin System)+4, Listen+2, Move Silently+4, Pilot+6, Ride+6, Search+5, Spot+5, Survival+4, Swim+1.
Feats: Armor Proficiency (light), Endurance, Sharp-Eyed, Starship Operation (space transport), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (primitive weapons), Weapon Group Proficiency (simple weapons).
