Magic: The Gathering year 1: Gen Con 1993

magic_the_gathering

In my articles about my past with the Camarilla, I have talked about how being on the board of directors led directly to my working for Wizards of the Coast. So I think now is the time to start going over some of my history with WotC.

Since this month is the 20th anniversary of the release of Magic: the Gathering, I thought I would cover some Magic history. This month has five weekends, so I am going to relate stories about five conventions I attended for WotC during the first year of Magic: the Gathering’s release

First off I would like to talk about the events surrounding my attending Gen Con in 1993, which was the debut of Magic: the Gathering to the gaming world.

I met Peter Adkison, President of WotC, at Courageous/Necrocon, and he invited me, along with the other board members of the Camarilla, to attend the WotC weekly staff meetings/ brainstorming sessions. Several of us took him up on the offer originally, but I was the only one to attend regularly. This was largely due to the fact that at the time I was newly unemployed.

Back then, WotC was very different from what people picture today. In early 1993 it was a small gaming company that was run out of the bottom floor of Pete’s house, and his garage acted as the warehouse. WotC had two product lines then; Talislanta, which was licensed from the original creators, and the Primal Order, which was an original creation of Pete’s. At the time I started showing up, the company had just settled a lawsuit that had threatened to shut them down.

Due to my consistent attendance I started getting included on a lot of things. I had a chance to pitch an idea for a supplementary product for Talislanta that came very close to being made, and I helped man the WotC table at some local conventions.  So I was certainly seen as part of the gang, even though I was not an employee. But I was hardly the only one. There were also Kyle and Steve, who, like me, were part of the group but not employees.

Of course there was something else going on at the time that I’m sure everyone is waiting for me to touch on – Magic: the Gathering.

I’m going to work on the assumption that anyone reading this knows what Magic is, so I will not go into explaining that. What is worth talking about is what was going on at WotC surrounding it. At the time I showed up Magic was well into development. Art had been created, cards laid out, and a printer engaged to make it. At the time, Magic was actually being produced by a secondary company, Garfield Games, to protect it in case WotC lost that lawsuit. Garfield Games would later be merged into WotC. Around the office, the game was being played with mocked-up cards. I first learned to play the game from Pete himself. There was a lot of excitement about the game around the office. Magic was previewed at Origins during July of 1993. This is also why you will hear people refer to it being released at Origins – it was the first time people had a chance to see it on any kind of mass level.

And this leads us to Gen Con. At the time Gen Con was to the gaming industry what San Diego Comic Con was to the comics industry. WotC had a table at Gen Con and it was going to be the big debut of Magic. Gen Con that year was August 19th through the 21st, and Magic was scheduled to release on August 5th. The plan was that Pete would drive to Milwaukee where Gen Con was held and along the way stop off at various game stores to demo Magic. Everyone else would fly to Milwaukee and meet him there. Due to some timing issues with the printer, Cartamundi, who were located in Belgium, the product needed for the convention was to be drop shipped directly to the convention hall.

At the time I was not going to Gen Con with the company. I was the newest guy around the office, and tickets had been purchased before anyone had a chance to get to know me. I was fine with this of course.

That changed about a week before Gen Con. I showed up to the office to help out with packing and prep for the trip. Pete pulled me aside, and told me that one of the people who was going to Gen Con had to pull out at the last minute. He wanted to know if I was interested in taking his place.  Being unemployed, it was not like I had any reason not to go, so I of course said yes. Being the early nineties we did not make any arrangements with the airline; I was just going to use the ticket that was in the other guy’s name. Looking back, it seems so surreal that we got away with that.

So we had a small group that was going to Gen Con. I can’t remember everyone that went, but I know for sure we had Pete and his wife Cathleen, VP Lisa Stevens, Art Director Jesper Myrfors, Head Editor Beverly Marshal Saling, her husband Rick, Dave Howell, who did the card layouts, Richard Garfield, and several of his college friends who ultimately formed the Magic R&D department, Steve, Kyle and myself.

Even though I was in my mid-twenties this was the first time I ever traveled on an airplane. Some of my fellow travelers made sure I had a proper send off, and by “proper” I mean “did everything in their power to make me nervous.” Their failure was the first sign that I was not a nervous flyer, unlike other members of our team who were more angry at them than I was.

Once in Milwaukee we had a little time to settle into our hotel before we had to get over to the Mecca Convention center to set up our booth for the next day. Due to budget issues, we only had three rooms (if I recall correctly), so we engaged in the time-honored convention tradition of room-stuffing. I got very lucky that first night, as Richard and his crew did not show up until the next day, so I got to sleep in a bed that night.

I remember being impressed with the Mecca Arena where Gen Con was held. At the time, it was the biggest convention I had ever attended and Gen Con used it to the full 12,700 person capacity. This was a year prior to my attending my first San Diego Comic Con where I learned what a really big convention looked like.

As we were a very small company, we were off in a section of the hall that was populated by other small publishers and specialty merchandise vendors. I can’t remember all of the companies around us, but I do remember that the company directly across from us was Inner City Games Designs, and they were showcasing their game Fuzzy Heroes, a miniatures combat game that used stuffed animals and action figures.  We were roughly in the center of our row. This detail will be significant later.

It was at set-up time the day before the convention that our first problem came to light. The drop shipment of Magic cards from Belgium was short, and by short I mean it was only 10% of what we were expecting. As this was a four-day convention, we clearly would be painfully short of enough product to make any impact. We had plenty of the other games that Wizards produced, but that was not what we wanted to push. While the rest of us set up the booth, the higher-ups had some stressful phone calls with Cartamundi and the shipping company. It was determined that the shipment had been separated, and the shipping company had to work to find the rest of it. As a result, it was decided that we had to limit the amount of Magic cards any one person could buy. The limit was one deck and two booster packs per purchase. This would turn out to be a very good thing as the convention wore on.

Somewhere during all this Pete finally arrived from his road trip. He was tired, but energized by the response the game had received turning the store visits.

The next day the convention started. While we were setting up for the day we learned that the rest of our card shipment had been located and would be delivered to the convention hall in time for the second day of the convention. With that bit of stress out of the way, the day started.

At first things were slow. After all, we were a very small company off to the side of the hall. But there was a plan. We had learned from previews and the tour was that the one thing that would attract people’s attention was seeing the game being played. The combination of the unique game play and the eye-catching art would draw people in. To that end, part of our strategy was to have a couple of us go up to the open play area and just play Magic, and be ready to answer questions about it, including being able to direct people to our booth. This was a simple and very effective plan. By about lunch time we started to see some traffic as people were seeking us out to find the game.  This traffic slowly increased as the day went on. It was a simple progression really. People would buy cards, they would go somewhere to open the packs to see what they got, and play a bit. Other people would see them do this and ask what they had, thus bringing in more people. Our initial plan had a viral factor.  Of course the original people would come back to buy as we were only applying the limits to that purchase, as long as they did not hang around the booth. Towards the end of the day, we had a steady stream of people and were sold out of the stock we had on hand.

There was some nervousness as we had not yet received the rest of the cards, but we decided to trust that the information we had received was accurate about the shipment.

With the first day done, it was decided that we were going out to celebrate having survived. This took us to what still stands as the most interesting bar/restaurant I have ever been to; the Safe House. I would go into detail describing it, but it would take its own article, so we will save that for another day. Just know that we ended up there a couple of times.

The next day we got to the convention center and were happy to find that the rest of the cards had arrived. A decision was made to continue with the rationing of cards, but to up it to two decks and four booster packs. This was based on the increased popularity towards the end of the previous day. This turned out to be a wise decision, as even with the rationing we did eventually sell out, but had product available the entire convention.

And we knew this was true once the doors to the hall were opened. While we were out at the bar, the convention rolled on, specifically the gaming area. People who had bought cards the previous day had spent the night playing and trading cards. These had gotten even more attention from people around them. So when the hall opened, a crowd of people made a beeline for our booth.  At first it was in waves. The folks who had gotten into Magic would come, buy cards and go off to see what they had gotten, build new decks, and try them out. This would lead to even more people seeing the game, coming down and buying it, thus increasing the exposure. By Mid-day Friday we determined that we did not need our people going to the gaming area to promote the game. Instead, we needed people at the booth so that others could take breaks. This was necessary as those waves of purchases became more frequent, and eventually we just had a steady stream of people lining up to buy Magic.

This led to some other interesting developments that I doubt anyone could have really foreseen. The first was the effect this had on the booths around us. For the booths to the right of us, I suppose it was ok. The line for our booth stretched all the way down the aisle, so people waiting to buy Magic cards would have a chance to check out their stuff. As for the booths to the left of us and across from us I think they were less pleased, as the moment people had their Magic cards they would run off and thus not check out those booth’s stuff.

The length of line in our section started to attract attention as people wanted to know what was going on and what all the fuss was about. From this, we started getting attention from the gaming magazines and other publishers.  One publisher, Darwin Bromley of Mayfair Games, spent a lot of time around the booth. I think he did know some of the WotC higher ups, but mostly he was fascinated by Magic. Mayfair would later product one of the first non-WotC trading card games, an adaptation of SimCity.

A problem we ran into was the fact that we did not have a cash register, but instead just a cashbox, a calculator, and receipt books. This is fine if you have slow sales or even steady sales. It is not as good if you have product flying off the shelf as we did. Beverly was most often in charge of said cashbox and receipts. She was so busy that on day three she got a split on her index finger. Being the smart asses we were, the advice she got from Cathleen was, “Don’t bleed on the money.”

It was clear by the third day that we had a hit on our hands, the convention itself helped prove that.  As Gen Con is a gaming convention, it has a lot of tournaments going on. One thing the convention provided for these were coupons for five dollars that could be used at any booth. At the end of the weekend the vendors would be able to redeem those coupons for cash from the convention. When Lisa went to redeem ours, she was asked how many booths she was redeeming for.  When she said just ours, she was told our stack of coupons was three times the size of any other booth’s.

On day three Peter took me out to grab some lunch. Peter told me that it was clear that Magic was going to be huge and he knew that there was going to be more work around the office. Based on my being around and helping, and my performance during the convention, he wanted to hire me to work in the office. I of course accepted.  A little later he had the same conversation with Kyle. I suspect Steve also got hired at the Convention, but I was not able to confirm this; but since by the following week we were all working at the WotC office full time, I figure he probably did.

One highlight of the convention worth bringing up is that we held the first ever Magic: The Gathering tournament there.  Unlike the high stakes tournaments that exist now, this was a low-key affair played with decks the players had just constructed that weekend. The winner was a guy named Alex Parrish, who won a box of booster packs, a t-shirt, and a plaque. The amusing story here is that during the final match, there were people writing down the play-by-play so that we could publish it later. Unfortunately, one of those people was Kyle, who does not have the best hand writing in the world.  Weeks later Steve and I were going over the notes to get it written down, and we were trying to decipher what Kyle wrote. On one play we both agreed that what Kyle wrote looked like it said, “Bong water propane”. Kyle later corrected us that it was “Bog Wraith Played.”

So the convention was a huge success for us. The industry started talking about this new game that had captured everyone’s interest, and I had a new job.

Next week we will cover the next convention I attended for the company, and what happens when an entire crew tries to share one room.


The Birth of the Camarilla

The Camarilla, oh what a strange history I have with thee. I claim as part of my geek cred that I am one of the founders of the Camarilla. Seeing as we are into the Halloween season now, it seems like as good a time as any to explain that.

For those not in the know, the Camarilla is a fan organization based on White Wolf’s Vampire role-playing game that came out in 1991. So how did a role-playing game end up with an international fan organization? Let me give you my eye witness account, my personal journey if you will. I’m going to use Vampire game terms liberally. I’m not going to take the time to explain them, I figure most of you can use Wikipedia.

Oh and in case there is some confusion, events in the last couple of years required them to change the official name of the organization to the Mind’s Eye Society. Since I’m talking about from further back I am just going to call it the Camarilla.

Within 6 months of the game’s release a good friend of mine named Matthew Burke informed me that he had been talking with a co-worker of his named Jana Wright and they had decided that they were going to form the official fan club, and wanted to know if I was willing to help. I was a fan of the game, having both played and run a few games since its release.  Sure, I was in.

Now I want to back track here a bit. I think it is worth going over how I knew Matt and how that informed how the Camarilla was formed.

Matt and I met in a Star Trek fan club.

You see there is this really big fan club called STARFLEET International (Apparently the all caps thing is required). It’s the big Star Trek fan club with branches all over the world. The structure of the club was that all chapters were designated as ships and would be named after whatever they called their ship.  This also played into a role-playing element as members of the club would have Star Trek universe persona’s and the clubs officials would  also have ranks like Captain, First officer, Chief Medical officer, etc.  When a chapter was just starting out it would be called a shuttle and would need an existing ship to be its sponsor until it was cleared to full ship status. Trust me this will become relevant.

So our little Star Trek club was called the USS Courageous, which quickly became the main chapter in the Seattle area. I was the Chief Medical Officer, which in real life meant I was in-charge of organizing club social events. Matt joined and became Helmsman, which if I remember meant he helped with club operations. We became friends pretty quickly and hung out a lot. And before you ask, yes we had costumes, and no I do not still have mine. If there are pictures I do not know where they are, or I would be posting them here right now.

I have no shame.

So anyway back to the Camarilla. The original group that came together to get this club off the ground was a mix of officers from the Courageous and friends of Jana, many of whom were from the Goth community. Matt had reached out to White Wolf and they were more than happy to let us form an official club for their game.

So how do you go about creating a fan organization? To Matt’s credit he had an amazingly simple plan, don’t reinvent the wheel. Many of us were part of a successful fan organization based on an existing property, so why not follow their lead.

And by follow their lead I mean take their membership materials and replace all Star Trek references with vampire ones.

I’m serious; there was some confusion on some early members’ part when they asked why there was a reference to a ship in a couple of places in their membership materials.

Chapters were called Houses, and probationary Houses were called coteries and would need an existing House to be its sponsor until it was cleared to full House status.  In case you were wondering, I did copy and paste part of that last sentence.

So yes, the Camarilla is the most successful off shoot of STARFLEET International. Yes we beat out the Klingon Empire and the Terran Empire.

Matt’s plan was that the Camarilla would be a club that did fundraising and public service, just like STARFLEET did as well as the role-playing aspect. One small problem with that plan, when you base a fan club on a role-playing game guess what the members are going to be most interested in. Hint, it’s not volunteering for an adopt-a-highway program.

So gaming, specifically live action role-playing or LARPing, was clearly the heart of the organization. The great strength of the Camarilla was the worldwide chronicle where in-game events happening to us in Seattle was in canon with in-game events happening in Chicago and London.  We started with a home-brewed gaming system based on Vampire the Masquerade, but quickly moved over to Mind’s Eye Theater once White Wolf released it.

It’s at this point I want to talk about the board of directors. In game they were the Inner Circle of the Camarilla and were amongst the oldest and most powerful vampires in the in-game world. My good friend Matt as Club President was the Patriarch of the Inner Circle Dorian Strack, who was also Prince of Seattle.  At first I was not on the board. I was serving as Matt’s assistant and special advisor to the board. Also I was working with Matt on an idea to also produce a Vampire comic book to propose to White Wolf.

My Character was Caliban, a Gangrel and one of Dorian’s enforcers.  Yes, this is where I got the name from. Why Caliban? Clearly the Shakespeare reference as Caliban saw himself as a beast but could also be intelligent. Also Matt took the name Dorian, which was what I was going to use, but he was the boss.

So part of the idea was that each board member was also the representative of their clan on the Inner Circle. Why is this important? Not long after the official kickoff event for the Camarilla, but right before we open up membership, the board member in charge of the organization newsletter just up and disappeared.  We literally lost contact with him. To this day I have no idea what happened to him. As I majored in journalism in college it was natural to make me his replacement. However this meant I had to retcon Caliban into a Brujha.

So the Camarilla was off and running. And it was met with a lot of initial success. People really liked the game and so it was easy to generate interest, particularly at conventions. The Board of Directors learned a lot during that time about what was needed to run a quickly growing organization. I would say that we did fairly well. However there were some challenges. Some people found that it was more stress then they had counted on and left. Others were lured away by a more daunting challenge, a career.

When Matt contacted White Wolf about forming the Camarilla he was informed that one of the people that worked on the original game was working in the Seattle are, Lisa Stevens. Lisa had come to the area to work for Wizards of the Coast. Matt contacted her and she started attending Board of Director meetings. Lisa also invited members of the Board to visit WotC as they had open staff meetings at the time. This was almost about nine months to a year before the release of Magic: The Gathering so it was still a small company running out of Peter Adkison’s basement. A few of us went, but I was really the only one who started going to these meetings regularly, and I even started helping out on projects there.

Eventually the summer of 1993 rolled around and with it the release of Magic: The Gathering. WotC had a spare airplane ticket, and so they took me with them to GenCon that year and based on the massive response to the game Peter hired me full time at the convention.

So suddenly I am working for a game company that is growing rapidly. This did not leave a lot of spare time and within a couple of months I officially left the Board due to time constraints. I’d like to point out that I had only left the board; I was still a Camarilla member and got to keep using Caliban as my character.

If it had just been me that might have been one thing, but due to WotC’s growth they needed more people and since there were strong connections between WotC and the Camarilla board several other board members, Including Matt and Jana, were hired over the next several months. Some of the board members felt the same time management issues I did and decided to also step away from the board, but like me were still active in the organization as members. A couple balanced both; how they did this I have no idea.

Due to this eventually it was decided that a whole new board was needed. I was not involved in these decisions so I don’t know how it came to pass, but it was decided that the Camarilla group in Salt Lake City was to take over the duties as Board of Directors.  At this point any knowledge I have about how the Camarilla was run would be third hand at best.

I did stay an active member more or less until about 2004. I won’t go into why I left other than to say it was a combination of burn out and some personal issues.

So how do I feel about my time with the Camarilla? Nostalgic I suppose. I joke with a lot of the other founders and early members that I am still friends with that when we created the Camarilla we said “what’s the worst that can happen” and “It seemed like a good idea at the time.”

The truth is that it was a good idea and it has given a lot of people a lot of joy over the years. People met other people that they would have never met otherwise. This means friendships and even marriages happen because it exists.

Other than a couple of people I hang out with that I knew before it was formed, my entire social circle can be traced either directly to the Camarilla or to WotC which itself I can trace to the Camarilla. Because of this I met my wife, found my job which I like, discovered a sister and associated family that I love, and had a host of amazing experiences. Heck even my entertainment comes from the Camarilla. I have mentioned before that I am a fan of an internet streaming show called Radio Dead Air. The host Nash is a Camarilla member and started the show as an in-character radio show in his local game.

So that is my tale of the birth of the Camarilla, as I recall it. Of course other board members from that time may remember things differently. So to them I make this offer. If any of the other founding board members have a different take on the early days, or just want to write up their memories of what happened, I will give you your say. Write up what you remember and send it to me. I promise I will publish it here on Fanboy News Network completely unedited.

As I said a lot of interesting things happened during my time in the Camarilla. One day I might dip into that vault and tell another tale. Believe me there was a lot.

Farewell City of Heroes

City of Heroes has fallen.

On August 31st game publisher NCSoft announced that they were immediately suspending all development on City of Heroes and that the game servers would be shut down on November 31st.

While no reason has been given for this decision there are several clues. The first is that NCSoft posted a second quarter loss of $6 million. The loss was due to several factors, including rising labor and marketing costs, an acquisition and disappointing performance of their game Aion.  There are also reports that there is not enough server space for their big new release Guild Wars 2. Again there is no direct connection to any of these that has been publicly stated, but I think it shows where this might have come from.

For those not aware City of Heroes was the first ever superhero MMO game. It’s a game I have a long history with. So let’s stroll down memory lane for a bit and look at what this game was and what it meant.

City of Heroes had a long development. It was announced over 10 years ago by a small company called Cryptic Studios. Originally the developers wanted to create a flexible power creation system along the lines of the table top superhero roleplaying game Champions. Unfortunately internal play testing showed that this method lead to people either creating min/maxed characters that were unstoppable, or characters build on a theme that were too underpowered to survive. Due to this fault the developers scrapped the character design system, went back to the drawing board and pushed back the release date two years.

This was pretty daring considering a lot of companies will rush a game to meet a launch date. Cryptic stated that it was better to delay launch then release a severely unbalanced game.

The result was a game that went from having an open ended creation system to one that had what was pretty standard. You selected a class just like you would in most fantasy games, Tanker, Scrapper, Healer, Blaster, and Controller. You also selected an origin but that just affected what types or upgrades you could use. Even with this restriction you could still basically build almost any character you could dream up.

What made City of Heroes stand out in character creation was the costume creation. It still stands as one of the most customizable systems for visually creating your character. People could spend hours just playing around with the different looks they could give their avatar. There would be in game player run costume contests because people loved showing off their designs. The down side is that really uncreative people would do their best to just recreate characters from comics, movies, or any other media. Since this could lead to legal issues it was against the rules. And even with that City of Heroes was sued by Marvel, but was able to win.

Game play was really standard MMO fair. Get missions which were either defeat X number of Y foes, run an errand, or go into and instanced mission zone and complete its specific win scenario. This led to an issue that affect many MMOs and still does. If you run more than one character you will repeat missions. This of course requires the MMO developers to create new content to keep its players engaged. City of Heroes actually did pretty well on this front, releasing regular updates that added new missions, zones, character classes and powers.

Another strong point was the graphics. Unless I have missed something it was the first MMO to be set in a modern urban setting. And on that front it succeeded, you had the feel of being in a real city.

Eventually they released a companion game City of Villains, which is you had both you could cross-play. Eventually they were both just effectively folded into one game.

Another big achievement for City of Heroes was when they released the Mission Architect system. It was a tool kit for players to make custom missions complete with the ability to make custom built villains. Then they could open it up for people to play their missions. It was an amazing introduction of player created content into an MMO.

I started playing the game as a beta tester and stayed with it until about 3 years ago. I had in that time leveled 4 characters to max level and I was never interested in the end game material. I found myself moving on to other games. But I let my subscription stay in place for a while. This was because even though I was not playing the game much anymore, I was still active on its discussion board.

The discussion board is probably one of the game’s biggest successes and the reason why the end of the game is being rallied against so hard. MMOs are supposed to be social by their very nature. In most of the ones I play I tend to be a solo player. City of Heroes was different. I would join pick up groups and get together with friends. And the discussion boards were and still are very active. The geek culture forum, called Comic and Hero/Villain Culture was my home base. From here I was first convinced to give the Dresden File novels a chance. It was reposts of video reviews that led me to discovering That Guy with the Glasses. It was where I would go to share geek news I had come across. I keep my subscription for almost a year after I had actively stopped playing just to keep visiting. But eventually I realized this was not realistic and dropped it, although I still periodically check the forum for news.

And that is the real tragedy of the end of City of Heroes, the end of a passionate geek community that has bonded over the years.  There are of course efforts to in some way save the game, but looking at the corporate realties involved I will not be holding my breath.

So instead I will hold on to my memories of the game. I am one of those geeks who creates back story for his characters after all.

So I will remember the plight of my vampire Caliban as he fought to hold off the evil of his curse through heroic acts.

I will remember Swashbuckler and his quest to prove worthy of upholding his family legacy.

I will remember Technomancer and his struggle to overcome the miss use of his technology by the Freakshow gang.

And I will remember the friends I spent time with in the game.