Magic: the Gathering year 1: Comicfest

Comicfest program cover

Comicfest program cover

A lot happen at Wizards of the Coast in the month following our return from Worldcon. As recent events had shown, Magic: the Gathering was proving to be popular, in fact more popular than had anticipated. When the original print run of approximately 10 million cards had been set, Peter Adkison had figured that would last a bit over six months. What happened instead was that the entire print run was sold out in less than six weeks.

This led to another problem. We were having the cards printed by a company out of Belgium called Cartamundi. This was the best possible printer we could have gone with, as they also print Bicycle poker cards. But we ran into a problem based on their business practices. After they had printed around 2.6 million of the cards they shut the equipment down for maintenance. This by itself would not have been that big a deal. No, the other problem was that in accordance with European tradition they then shut the company down for a month so that the entire staff could take holiday.

If Magic: the Gathering had simply had the popularity that Peter and Richard Garfield had anticipated this would not have been a big deal. But no, it had to go off and be a mega hit. So people were demanding cards, and we were still waiting on the remainder of the first print run.

Finally in October we got the remaining cards in that print run, and learned that we had one final issue to address. During the maintenance, Cartamundi had apparently fixed something in the card cutting process that was out of alignment. The result was that the corners of the cards were visibly different than those pre-maintenance. To Cartamundi this seemed to be no big deal; after all, with poker cards who cares if the corners of one deck are slightly different from another. But with Magic cards you are mixing together cards bought from many different decks. This was bad, because in game play you could tell the difference just by looking at the deck, and then you could put certain cards in with the different corners and know when you were going to get that card. Make it a game-changer card, and you have a strategic edge.

This is what led to the two parts of the print run coming to be known as Alpha and Beta. Rules had to be made for tournament play that if your deck had Alpha cards they all had to be Alpha. In later years card sleeves would be introduced that masked the corners and would allow Alphas in regular decks.

But coming into October we were still figuring this all out. And with these discussions we headed off to another convention. This time it was a comic book convention in Philadelphia, Comicfest, which was held October 8-11. As far as I can tell it was a onetime event, as I have found no other reference to a show called Comicfest in Philadelphia outside of 1993.

The crew for this this show was led by Peter Adkison and Lisa Stevens, who were there mostly to talk to industry people. Jesper Myrfors was there to look for new artists. A new addition to the company named Vic Wertz was with us; he did operations work for the company, and was going to work the booth mostly. Steve Bishop was with us as well, as by this time he had settled into the role of WotC tournament coordinator. And then there was me, and my job was to work the both and demo Magic.

Several people had shown up early to meet with people. In fact I think when I flew it was just Steve and I the night before the convention, so we did not have to deal with the preshow set up. Getting there we were greeted by Jesper with a warning not to eat at our hotel’s restaurant. He described it as a great place to eat if you wanted to learn all the different ways to serve botulism. So it was off to Denny’s we went.

Unlike the previous two conventions we had attended, it was decided that we could now afford to book enough rooms so that no one had to sleep on the floor. This was a great relief to everyone. Steve was additionally pleased to learn that our room was set up so that there was a main bedroom with its own door and a fold out in the main room. This meant he did not have to deal with my snoring, which, thanks to Ron Richardson, had gained legendary status.

Coming into the convention itself we were once again in a new position. This was a comic book convention, so as a game company we were a side item and so we had a booth that was a bit off to the side. It was slightly bigger than the ones we had at the previous conventions, but our neighbors were a video tape seller, a table promoting a comic book featuring a heroine based on a Playboy Playmate, and a group selling an independently produced parody of Spider-Man set in Jamaica.

Unlike Gen Con or Worldcon we were now becoming a known commodity; even in comic circles, since many comic shops who otherwise didn’t carry games were selling Magic: the Gathering.  Other game companies were at the show, most notably TSR and White Wolf. At this point in time we were still considered a lower tier than either of these. But we were still drawing enough traffic to make the other tables around us a little jealous.

In the industry we were getting a bigger reputation as well, especially amongst artists. Jesper had made it his mission to not only make the art in Magic: the Gathering iconic, but to raise the status of the artists to superstar level. His goal was to make artists who worked in the industry stars and improve their overall position. He also wanted to make sure they were well-compensated for their work, and thus WotC had one of the best deals for artists signed to work on Magic, including retaining ownership of the original art. So naturally, at a comic book show, we had a lot of artists stop by to show Jesper their portfolios and see if they could get work. Not only would they come to our table, but Jesper would go out to seek out artists to see if he could find good ones that had not heard of us.

At one point during the first day, while only Vic and I were at the booth, one such aspiring artist approached.

“Hello,” he said with a British accent. “Who do I talk to about showing my art?”

I responded that Jesper was our art director but was away from the booth, and would be back in a while.

“Ok, can I leave a sample with you?”

“Sure.”

With that he handed me a comic book for which he had done the art. Remembering that I should be professional and personal, I figured I should make a proper introduction.

“I’m Jeff Harris by the way.”

“Hi, I’m Pete Venters.”

If you are a Magic: the Gathering fan you probably recognized his name right away, as Pete is the second most prolific artist in Magic, having illustrated 272 cards.

But if you have read this site for a while you will remember that I have made mention of my sister (again, not by blood, but my sister none the less) who runs the site Gothic Charm School. If you follow that site you know her name is Jillian Venters.

So not only was this how WotC came into contact with one of its most celebrated artists ever, it was the first meeting with my future brother-in-law, and one of my oldest friends.

At the time he was a guy I just met who handed me a vampire comic to show one of the bosses. I also took a card. We saw each other a couple of times throughout the show, and became at least acquaintances. He was around a lot at the end, as Jesper did like his art and was interested in using him.

There was another thing that separated this convention from the previous ones, Adkison had rented a car. So we were able to venture forth and see more of the city than just the area around the convention. This led to Lisa for some reason constantly doing a Rain Man impression that mostly consisted of her saying, “Excellent driver, Pete’s an excellent driver.” I have no idea how it started. The only reason I even remember it is that Pete took a wrong turn at one point onto a short one way street just as a cop passed us. This resulted in everyone in the car, myself included, doing the impression.

Overall the convention was a good one. We made good contacts and the response to the game in the comics market looked strong.

Due to the way the flights had been booked, Pete Adkison, Steve, and I ended up having an extra day in Philadelphia. Pete had arranged some meetings, but Steve and I really had nothing to do.

Well, nothing official. Steve had a plan.

All weekend Steve had been talking about wanting to visit The Mütter Museum. This is a museum of medical oddities. It includes a collection of skulls used to prove there is no racial predisposition in brain development, a nine foot long human colon, the conjoined livers of the Siamese twins the condition is named after, and many others points of interest, most of them gruesome.

After that, we went to a place we were both interested in, Independence National Historical Park. This is where Independence Hall is located, as well as the Liberty Bell. I have a great love of the history surrounding the Founding Fathers, so I was very interested in visiting. Steve on the other hand, while also interested, was a dedicated smart ass. When the one of the park rangers was giving us a history of the Liberty Bell and took questions, Steve asked, “How many slaves died during its construction?” His logic was that this is how you rated any monument. I made it clear that I had no idea who he was or why he was standing with me.

It was a great time.

And thus concludes my third convention for WotC.

Next time, in the wake of an unprecedented event I find myself overseas and without pajamas.

Magic: The Gathering Year 1: World Con 51

confran93logo

ConFrancisco Logo

I had just gotten back from Gen Con in 1993 and managed to land a job at Wizards of the Coast. The week following Gen Con was a busy one. Magic: The Gathering had taken off like a rocket, and the interest had led to a lot of activity at the WotC office. My job in those early days was basically being the office gopher. Mainly I answered the phones, sorted the mail, and ran any errands that needed to be done.

It was a flurry of activity as a lot of people wanted a piece of the Magic: the Gathering pie. And that was just the first week. At the end of that week I was asked to go to yet another convention. This time it was Worldcon, or more specifically ConFrancisco, the 51st World Science Fiction Convention.

For those not familiar with it, Worldcon is the annual convention of the World Science Fiction Society, the same group that runs the Hugo Awards for Science Fiction and Fantasy works. Worldcon is a traveling event, with a different site every year. Every Worldcon has an election for where the convention will be held two years later; this way the following year’s show can be hyped secure in knowing where it is set. A bid is submitted by a group, and if they win, they will be the primary convention organizers for that event. Each year has its own name, as they are separate events with separate organizers.

In 1993 the event was in San Francisco on the weekend of September 2-6. While Worldcon was a general Science Fiction convention with a focus on literature, it did have representation of the wider range of geek culture, including gaming. We had a small booth on the dealers’ floor and unlike Gen Con, we were not sending all the company leaders; mostly because everyone was busy and a lot of them could not be spared to go. This trip was being led by head editor Beverly Marshall Saling. The only other actual employees on the trip were myself and Dave Howell, who, as the lay out person, was also our liaison to the art department. Ron Richardson was also with us. At the time Ron was just a friend of a lot of the original staff, but would later officially join the company, first as a brand manager, and ultimately as director of logistics. There were two other people there with us, but having recently spoken with Beverly and Ron, none of us can remember who they were.

The flight to San Francisco stands out in my memory as one of the most interesting I have ever taken. Please know that it was literally the third time I had ever gotten on an airplane. I was seated next to Beverly, who was a bit of a white knuckle flyer. About an hour into the flight, we experienced what is known as wake turbulence, which is when two airplanes get too close to each other and one gets caught in the wake of the other. This caused the plane to drop several feet, and by drop I mean like going on Tower of Terror at Disneyland. For just a moment we were all weightless.

Remember how I said that Beverly was a bit of a white knuckle flyer? Do you want to take a guess how she reacted to that?

If your guess was that she nearly dislocated my shoulder grabbing onto my arm than you would be correct.

This event did verify that I myself have no problem flying, as I was over it very quickly.

There is one other thing I want to mention about the flight. Getting a booth for this convention was a last minute thing and there had not been time to arrange for shipping cards to the convention center. Everyone who went had to take boxes of cards as their carry-on.

Once we arrived it was time to settle into the hotel room and head over to the hotel for set up. And when I say hotel room, I mean that we had just one room. WotC was still on a budget, and to save on costs they had all six of us sharing one room. We had a rotation on who got the beds. Beverly had an advantage in that her husband Rick was in town for unrelated reasons and she was able to stay with him a couple of nights. Her motivation for this was not just the cramped quarters. Several of us snored. The worst one was myself. At the time I had not yet been diagnosed with sleep apnea. If you have never heard an apnea sufferer snore, let me assure you it is epic. It was so bad that one morning I woke up to find that Ron had covered each ear with a rolled up pair of socks and tied a t-shirt around his head in an effort to block out the noise. Ron made it a point of never sharing a room with me again when we were both at a convention.

The only other challenge we faced was relatively minor – our hotel was four blocks from the convention center. We didn’t have a car, and even if we did, parking would not have been worth the hassle.  So we had to walk each day. This wasn’t horrible, except that at the end of each day we were already tired, but that just meant we got food after the day was done and then usually crashed.

Since we were a small crew, we had jobs to do, so there was not a lot of time for going to panels or other not–WotC-related activities. Beverly set up a schedule for us. She made sure that she, Ron, or I were present at the booth at all times, as we were the only ones she trusted with the cashbox. She also had us use the same basic strategy we used at Gen Con. We limited sales to two decks and four booster packs, and we had people go to the gaming area and the hospitality suite to play Magic in order to get people interested.

As for the convention itself, what I saw of it was fun. The guests of honor was Larry Niven, who was carried around the convention in a sedan chair by fans, so that made an impression. The convention also had two people portraying Mark Twain and Emperor Norton. Twain was listed as a guest, and Norton may have been the con chairman based on some of his proclamations. I had to explain who Emperor Norton was to my booth mates. Like the Safe House mentioned in the last article, it would take too long to explain him here, so I will do an article on him later.

The spot we had on the floor was near a stage that was set up as some kind of town square where people could sign up and talk about whatever they wanted to. This led to some interesting individuals saying some interesting things in our earshot.

The sales of Magic was much like it was at Gen Con, just on a smaller scale. Thursday started nearly dead, with just a few people sort of looking at our booth but not stopping by. Once we had people playing the game out in other areas it started picking up. By Friday Sales had picked up considerably. By Saturday, Magic: The Gathering had been declared “The Game that Ate ConFrancisco.” People were playing it everywhere and Dave and Ron were lamenting that we did not have enough leftover product to use as a prize to set up an impromptu tournament.

By Sunday we had actually sold out of Magic. We still had plenty of WotC’s other products available, but no one was interested in them. Working the booth had slowed down to a relaxed pace that was mostly about answering questions about the game and taking information from people interested in getting it for their stores or artists interested in working on the game. Sunday would have just been a footnote to the convention except for one thing. During a point in the day where I was the only person at the booth I was approached by two individuals who were part of the convention staff. After brief introductions they got to the issue they had come to talk to me about.

“We are getting complaints from local game stores.”

If they had said they were getting complaints from con goers about all the people playing Magic everywhere, taking up all available table space, I would have sort of understood that. This of course was not the complaint that prompted their visit.

“We’ve been getting calls from local game stores.”

Ok this had me intrigued. So the problem was, as I said earlier, that we had run out of Magic cards to sell. What we did not understand in the early days was the specific addictive nature of Magic card collecting. WotC had merely mimicked the card sorting used by baseball cards. What we failed to realize was that this specific sorting pattern had been designed to appeal to a specific reward behavior wired into the brain. As a result, people really wanted to collect new cards. Add the reinforcing environment of the convention, and people had a serious jones going on. So we had basically whetted their appetites, and then run out of cards.  Several groups hit on the idea of piling into cars and going to the local game stores to see if they had any. Using the local phonebook (this was 1993, webpages weren’t a thing yet), they had hit every store in the San Francisco area. The problem here was that the first group, or “raiding party” as the convention representatives described them, would get to a store and buy up their entire stock of Magic cards. The next group, and all groups after them, would arrive at the store only to be told that they were sold out. Not every person in the second category was gracious upon learning that someone had beat them there. The stores had quickly learned that these Magic Card Marauders had come from the convention, and called the convention center to ask them to do something about it. The convention in turn had sent these two representatives down to our both.

Of course I said the only logical thing I could.

“I’m not sure what I can do about it.”

“Oh we just want you to pass this along to anyone asking about getting more cards. If they know the stores are out they should stop bothering them. We just wanted to let you know before we have Emperor Norton make an announcement. “

With that we all had a good chuckle, chatted for a bit about how crazy it had been during the convention, and they headed off to tell the guy playing Norton that we were in, and he could make his announcement.

When everyone else got back I told them the tale of the raiding parties. Everyone was amused; especially Ron, who thought it was hilarious.

And that was that. The rest of the day was uneventful. We packed up our booth, collected our luggage and headed home.

And once we got home everyone had a good laugh about the raiding parties.

Next time we will go over my first big comic book convention, and my first meeting with a person who remains a very important part of my life.

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.


San Diego Comic Con 2013

comiccon-150x150It’s that time of year again. San Diego Comic Con was last week, and as it is the premier geek culture event of the year and we are a site that covers geek culture, I am obligated to say something about this year’s event, even though I am not able to attend.

Last year I focused on the problems of just getting to the convention, with record sell-out times. Everything I wrote about that is still relevant this year. The other area I focused on was San Diego Comic Con drifting from its original focus and becoming more of a media show, and in that arena there is more debate this year.

The crux of that complaint is that major portions of the show floor have been bought up by media companies who are pushing their various movies, TV shows, and other non-comic-book-related media. This has pushed out more comic-focused vendors and driven up the price of booth space.  To be fair, most of these media companies are focusing on product relevant to geek culture, but not exclusively. An example was a couple of years ago when there was a booth for the NBC show The Playboy Club which, let’s face it, was not geek culture. On the other hand, it was a small booth and the show did bomb.

There is also the complaint that panel time is taken up with shows that have dubious geek credentials, such as How I Met Your Mother and Psych.

But how fair are these complaints?

During the convention prominent comic writer Gail Simone went on twitter to address these concerns and ask some pointed questions.

The first point was to ask if fans were asking for more comic-focused content. If so, she pointed out that every major comic publisher and most minor ones had booths at the convention. She could not think of one that was not there. Also the majority of convention panels were comic industry focused. She said that if you took out all the other media at the convention, you would still have the largest comic convention. So is there really too much other media at San Diego Comic Con, or does it just seem that way because of what other media covers?

She does concede that small vendors and people in artist alley do get marginalized and could use more love. However, this could be said of any comic convention; it is just magnified at San Diego Comic Con.

The feedback from some of the web comic creators at the show illustrates that point. Randy Milholland, creator of Something Positive, commented throughout the show that he was not making enough money to justify the expense of traveling to the convention. He said he lost a few thousand dollars, and of course the time lost that he could have been working, so he says this will be his last year going. I have heard similar tales from Studio Fogilo, but they still attend; although I suspect more for contacts and publicity.

But I think the best summation of what is going on with San Diego Comic Con came from web reviewer Leo Thompson, who hosts the show That Sci Fi Guy. Thompson was explaining the difference between San Diego Comic Con and Dragon*Con. His conclusion is that San Diego Comic Con is a trade show, where Dragon*Con is a fan-focused convention. To build on his point, I would say that this would be like the difference between E3 and PAX in the gaming community . A lot of fans would go to E3 when it was open to the public, but it is acknowledged that it is an industry show; where PAX is very clearly focused on the actual fans.

If we assume that Thompson is right, the question becomes: is this a bad thing? My gut check is that if this were how San Diego Comic Con was openly presented, then no it is not; but right now that is not the case.

I think this bears more analysis, and I will look at it again after Dragon*con happens later this year.

In the meantime, please let me know what you think.


 

The evolving view of harassment in geek culture

 

John Scalzi

John Scalzi

Author John Scalzi has opened a new chapter in the ongoing debate about harassment at fan conventions. Scalzi is a successful science fiction author, and until very recently he was the president of Science Fiction and Fantasy Writers of America. A week after his tenure as president ended, Scalzi announced what he refers to as his new hard requirement for any convention that wants him as a panelist, participant, or guest of honor. The convention must have a very clear and readily accessible anti-harassment policy.  Said policies must include clear guidelines about what is unacceptable behavior, and where attendees can go for help in those circumstances. The policies have to be made available in places such as the program book or the convention website.

This comes in parallel to another recent incident involving Penny Arcade. You can find more specifics here, but in short Penny Arcade co-founder Mike Krahulik got into a fight on twitter over comments involving transgender issues. The commentary got heated and Krahulik made what many people felt were transphobic comments. Taken on its own it is bad enough, but there was also the specter of the “Dickwolf” controversy from a couple of years ago, which had many people starting to look at Penny Arcade and it’s convention PAX as a hostile environment. The irony here is that PAX has one of the strongest anti-harassment policies of any convention out there. Immediately people started distancing themselves from Penny Arcade, including one game company canceling their booth at the event.

During the Dickwolf issue Krahulik stuck to his guns, which turned a lot of people off. In the time between then and now, he and the people around him clearly learned from the experience. The two days after the transgender argument saw Krahulik issue multiple apologies, admit he has an issue of getting hostile when feeling threatened, and a vow to try to work on these issues. He also made a $20,000 donation to the Trevor Project as a sign of contrition. He also acknowledged that his behavior was damaging to the Penny Arcade brand.

So with these events having just happened, we are once again having the conversation of how welcoming the fan community environment is to people. The positive in both these cases is that there is clear recognition that there are issues and that they need to be dealt with. I also feel they show that progress is being made.

In the Penny Arcade case, in the past this issue would have just festered, but now there is acknowledgement that there was a problem and an actual apology. It is a step in the right direction.

In the case of John Scalzi, you have a prominent author using the cred he has built up over the years to attempt to influence positive change. As of this writing, several 100 people, myself included, have co-signed his pledge.

This does put me in a slightly awkward position, of course. My local convention, Norwescon, is one of the conventions currently lacking in such a policy. However, they aren’t ignoring it. They had a discussion forum that I participated in at this year’s convention about adopting such a policy. Also someone connected with the convention posted in Scalzi’s comment section that they are forwarding the discussion to the convention committee for additional consideration. It is all about getting these important conversations started.

Emerald City Comicon is also in the same boat. I expect they will be addressing this soon as well. At least I hope they do.

It is worth noting that San Diego Comic Con also lacks an adequately published policy. They have one apparently, but it is not where you could find it.

If you are looking for a good listing of which conventions do or do not have policies in place, the site Girl Wonder is compiling a database that can be found here.

While it is clear that we still have a lot of work to do, I feel hopeful that we are seeing positive change, and that geek culture is coming around in regards to how it treats everyone.

I’ll be keeping an eye on all of this and I am sure we will be talking about it again in the future.

The First Camarilla Convention: Courageous/ Necrocon

Couragous Necro ConIt’s time for another look back at the early history of the White Wolf fan organization, The Camarilla. Last time I wrote about the circumstances of its birth as I remember them. This time I want to look at a very specific event, the first Camarilla convention, Courageous/NercoCon.

Again, this is going to be based on my memories of events from over 20 years ago, with as much verification as I have been able to get from other people who were there. I am also going to liberally reference events from my previous Camarilla article, so I recommend going here to read that if you have not already.

I want to specify that this is not about any other Camarilla events, such as the kickoff event at Vikingcon, or any of the other early sanctioned events at various Northwest conventions. This is about the first convention that had a Camarilla focus.

Sort of.

The convention started life as just Courageous Con, named after the chapter of STARFLEET International that I was a member of. As this implies, it was to be a Star Trek convention. The head of our chapter had run successful conventions in Canada and wanted to start one in the Seattle area after moving here. This is all well and good.

However, during the time that the convention was being planned, The Camarilla was coming into being. As I said last time a good number of the original board of directors for the Camarilla were also officers in the Courageous. These same people were also involved in putting together Courageous Con.

So let’s just say enthusiasm over multiple projects started bleeding into each other.

Basically the idea started forming to have a Camarilla convention, but a lot of us were already working on Courageous Con. The solution was to combine the two and have a two–in-one convention. But how would you pull that off?

The answer was to run 24 hour programming.

You read that last sentence right.

Twenty-four hour convention programming. During the daytime hours it would be Courageous Con, and be devoted to Star Trek. At night it would be NecroCon, and be devoted to Vampire and the Camarilla.

I’m pretty sure that I am the first person who started referring to it as the Wereconvention, since it would transform after dark.

So we had to come up with 24 hours’ worth of programming, as well as guests for both genres. It turns out the programming wasn’t as hard, since both were different enough. The trick was getting panelists who were willing to stay up late for the NecroCon side, but even that wasn’t that daunting.

As for guests, we actually did pretty well. For Star Trek we secured George Takei, and for Vampire we had Mark Rein*Hagan and Wes Harris from White Wolf.

Everything looked like it was going well. But frankly, I would not be taking the time to write this down if that was how it ended.

The first hurdle came a couple of months before the convention. George Takei had to pull out of the con. George, like almost all Star Trek actors, had a contract with a company that put on Star Trek conventions around the country. The nature of that contract obligated him to go to a convention they were setting up and cancel his appearance at ours. The kicker is that this last minute convention was being held in Seattle, at a hotel only ten minutes away from where we were holding our con, on the exact same weekend.

Yeah, you are probably thinking the same thing I was, but I have no proof.

So there was a scramble to find a replacement Star Trek guest. The new guest ended up being Jonathan Del Arco. These days, you might know him as Dr. Morales from The Closer and its spin off Major Crimes. Back in 1993, he was best known as Hugh the Borg, from Star Trek: the Next Generation.

So we lost the Major Guest and had a competing convention down the road. But we still had the draw of the White Wolf guys, and the Camarilla was up and running at this point, and growing in popularity. So we were going to be fine.

Right?

Ok, let’s be honest, this was a pretty ambitious plan, running programming continuously for an entire weekend. Add to that the fact that it was the first time running a convention for a lot of the organizers.

And with that in mind, looking back I can honestly say, it could have been much worse.

When I think back on Courageous/ NercoCon, the first thing that comes to mind is why did the hotel think it was a good idea to book a Star Trek/ Vampire convention the same weekend they were also hosting a gathering of nuns? Not that this caused any real conflict, or led to any problems, it just added to an overall feeling of oddness that permeated the hotel the whole weekend. Okay, there was the one instance where someone who had over indulged saw them and yelled out “penguins!” Fortunately he was prevented from approaching them, and was carted off by friends quickly.

One problem that was just beyond anyone’s control was that the volunteer coordinator came down with the flu and was running a decent fever. This was on top of the lack of sleep we were all already operating under.

The biggest problem was just attendee behavior.  To this day I am not sure what the hell was up with this. I have been to some rowdy conventions before, but there was just something in the air at this one, and all evidence points to it being the vampire fans at the heart of it.

First was just out and out damage to the hotel. There was a hole in one of the walls, which who knows, it could have been anyone on that. The graffiti on the walls on the other hand was pretty clearly put there by someone into Vampire.

But really it was the beer slip-and-slide on the 3rd floor that really took the cake. The hole and the graffiti could have been the result of spur of the moment passion or alcohol-fueled bad decision making. On the other hand, someone had to bring the slip and slide to the con, indicating a degree of premeditation.  It was also dealt with pretty quickly and quietly, as the perpetrators managed to convince the hotel not to kick them, and basically the convention, out. I’m sure it being 3 AM on Sunday helped, as by this point the hotel was already fed up with us, so they just wanted to get it over with without any added drama.  I didn’t even know that this had happened until a month later. The convention chairman didn’t know about it until last month when I went online to confirm details for this article and someone who was there confirmed it.

Needless to say, in light of these events, the convention was a one-time only thing.

But I don’t want to leave you with the idea that it was all bad.

Jonathan Del Arco turned out to be a very engaging guest and everyone who interacted with him really like him. Likewise Mark Rein*Hagan and Wes Harris had a great time hanging out with the Camarilla crowd and the LARP with them went extremely well.  I will always cherish the look on Mark’s face when I led the Camarilla members in a rendition of the It’s a Small World After All parody I had written for the World of Darkness. It was a fascinating combination of pride and shame.

For me personally it was the first time I met the White Wolf guys, who in turn introduced me to the Wizards of the Coast crew. Within a week of the convention I started hanging out at the WotC offices at their invite, leading to my 5 year stint working there. That in turn led to my current job and, really, my life in general now.

I think looking back on it that the two-in-one convention was just too much. What we should have done was drop the Star Trek part after losing Takei and just focused on Vampire. We had a competing Trek convention down the road that siphoned off most of that audience anyway. If we had done that we would have had tighter focus, and I believe less chaos.

So that was the first Camarilla convention. There was not another specific Camarilla Con during the rest of the time the Board of Directors was located in Seattle. After the BoD was transferred to Salt Lake City it was attempted again, this time with a proper focus. Since then there have been many Camarilla Cons, and some of them have had memorable stories, such as the time they were in the same hotel as a Players ball, and a drive by shooting (for info on that check out this video). But none were as out there in concept as Courageous/ NecroCon.

As with my previous Camarilla story, if anyone from the original Board of Directors, or the Courageous/ NecroCon staff want to write their point of view of what happened, I will publish it here unedited.

Rock Sugar

 Today I would like to introduce you to the band Rock Sugar.

There are a lot of ways that music can combine with geek culture. Obviously, the work of Jonathon Colton and Kirby Krackle show this. Rock Sugar comes from a different angle.

The band’s connection to geek culture is not immediately obvious, but just listening to one of their songs gives one the sense of it.

The reason we care starts with the band’s lead singer, Jess Harnell. Jess is also a very successful voice actor, best known for being the voice of Wakko Warner from Animaniacs and Ironhide from the Transformer movies.

He is also an excellent singer, which should not be surprising to any Animaniacs fans.

But it’s not the fact that Jess is the band’s singer that makes them stand out. It is their hook.

Rock Sugar is a heavy metal band that does mashup songs of heavy metal and pop songs from the 80s.

I’m sure that last sentence didn’t make a lot of sense.

Basically, they will take two songs from the 80s, one metal, one pop; and arrange them into a single song with elements of both.

Mashups are nothing new. There is long history of taking two songs and mixing them together. Go on YouTube and you will find an endless stream of mashups, to the point that it has become a kind of art form all its own.

In the case of Rock Sugar, the difference is that they aren’t making a mix. They are writing a new song combining the two original songs and performing it themselves.

For example, one of their best known songs is called “Don’t stop the Sandman”, which combines Metallica’s “Enter Sandman” and Journey’s “Don’t stop Believin” – and yes, they make it work. You can see the video for it here.

A personal favorite of mine is “Shook me like a Prayer” which combines AC/DC’s “’You shook me all night long” and “Hell’s Bells” and Madonna’s “Like a Prayer”. Here is a video of Rock Sugar performing this song in concert.

As that last video shows, they are well-liked at music festivals, which is certainly helped by being excellent musicians.

Rock Sugar also have an active fan base, and they work to interact with them. Fans are encouraged to come up with new mashups for the band to make. This doesn’t mean it will necessarily happen, but they still want to include the feedback. 

If you are interested in hearing more about Rock Sugar I would suggest going here and checking out their web site.

 

Ghostwatch

ghostwatch

When I was a kid, I got a copy of Orson Welles’s radio play adaptation of War of the Worlds. I had heard of it before and wanted to hear it myself. For those not aware, this was a 1938 Halloween production of H.G. Wells’ novel. Orson set it in the modern day, and the first half of the play was presented as a news report breaking into a radio show to tell the tale of an alien invasion. Due to the authenticity of the production, listeners who came in late thought that aliens really were invading New Jersey and people across the nation panicked. It was one of the best-documented cases of mass hysteria and crowd delusion ever.

Since then, there have been other shows that have used the live broadcast method to tell their story. Most go to great lengths to remind the audience that they are fiction. But even with this effort there will always be people that believe they are watching something real.

One of the most infamous of these was the BBC’s 1992 production Ghostwatch.

Ghostwatch was a 90 minute broadcast on Halloween, and was presented as a live investigation of a haunting. The producers’ intent was to create an experience much like the one Welles inadvertently created 54 years earlier.  The show was listed in the Radio Times as a drama with a cast list, and there were credits at the beginning and end.

The story was that a team of ghost hunters and journalists were doing a live on-air investigation of a reported haunting in a London suburb. While the team on site was doing the investigation, back at the studio the evidence was being analyzed by a skeptical psychologist and the BBC host. A phone line had been set up so that the viewing audience could call in with their own theories.

Most of the first half hour was interviews with the family and backstory, with not much happening. The young girls in the house were terrified of a ghost they had named Pipes, due to the fact that their mother had explained strange noises as just being the pipes. As the investigation goes on, events start happening that unnerve the investigators, including an attack on one of the girls that requires her to be rushed to the hospital.

Eventually the investigation learns that the house was owned by a 19th century child murderer, and it is his ghost haunting the house. The attacks get worse, and one of the ghost experts realize that by broadcasting the investigation live they have created a massive séance that has supercharged Pipes. He proceeds to drag one of the Journalists, Sarah Greene, into a cubby hole, with the implication that he has killed her. Pipes escapes the house and appears at the BBC studio, with the suggestion that he can enter any home watching the show. He creates havoc in the studio and the final shot of the show has him possessing the host, Michael Parkinson.

While the BBC did take steps to promote the show as a drama, a huge portion of the viewing audience thought they were seeing a real event. Several factors played into this.

Due to a program overrun on another channel, a large percentage of the viewing audience tuned in late, thus not seeing the opening letting them know this was a drama, instead of a real event.  The show also had a call-in number for people to use to share their own theories about the haunting. Once callers got through, they were reminded that the show was fictional, but encouraged to share any ghost stories they knew. As the show got more intense, more people called in, resulting in many callers getting a busy signal.

The way the show was shot was brilliant for the theme, and also added to the realism. They had an actor on set named Keith Ferrari who played Pipes. Ferrari was made up to be scarred and missing an eye. He would at times be in the background of a shot out of the camera’s focus range, or he would be standing in a corner when a quick pan occurred. Since the camera never focused on him, people who did notice him were sure they had seen the ghost.

But the main reason people believed it was real was that the cast included real BBC presenters playing themselves, including Michael Parkinson, Sarah Greene, Mike Smith, and Craig Charles. To give context for an American audience, this would be the equivalent of having Anderson Cooper, Matt Lauer, Ann Curry, and Al Roker star as themselves.  And yes, this show was produced after Red Dwarf premiered, but Craig Charles’s career on British Television included being a frequent presenter, so his presence did not seem odd.

I suppose it goes without saying that there was a public outcry when the BBC, in response to viewer concerns, pointed out that the show was a drama.  There were several complaints filed against the BBC, including one claiming that an 18 year old with severe learning disabilities had committed suicide after seeing the show.  The complaint was dismissed, although the BBC did issue an apology. Due to the controversy, Ghostwatch has never been rebroadcast in the UK. It is available on DVD, however.  Last month, a documentary¸ Ghostwatch: Behind the Curtains, was released in the UK on DVD, interviewing most of the participants in the original broadcast.

In spite of only being aired once, Ghostwatch is credited with being an inspiration for shows that blur the line between fact and fiction, such as The Blair Witch Project and modern ghost-hunting shows.  The latter is due to the fact that even though it was a fictional program, Ghostwatch presented investigation techniques, such as night vision cameras and thermal imaging, that have become standard fair today.

So there you have Ghostwatch, a little-known gem that really does deserve a wider audience.

 

A fanboy guide to Creepypasta

ben drowned

At this year’s Norwescon I managed to find myself an unexpected panelist. The subject of the panel was the creepypasta phenomena, with a focus on the Slender Man. Only one panelist was on time and she admitted that her knowledge of the subject was limited. As I had written on article on the Slender Man before, and did a lot of research, I offered up the history of the character.  I remained on the panel even after one of the other panelists showed up 20 minutes later.

It dawned on me as we sat there that even though I had covered the subject of the Slender Man fairly well in this blog, I had not really touched on the other members of the creepypasta universe. So let’s take this time to do an overview of the wonderful and unnerving world of the creepypasta.

First what is a creepypasta? The term is derived from another bit of internet slang called copypasta, which refers to any text that is copied and pasted over and over again, such as kids with cancer collecting postcards, which is how many memes get started. A creepypasta in contrast is a story created on the internet that is meant to be disturbing, shocking, or outright scary. Go back and read my articles on urban legends, as these stories have similar properties and sometimes end up crossing the line by being presented as one. At the panel we agreed that basically a creepypasta is any ghost or horror story that originates on the internet and uses the internet itself as part of the storytelling medium, usually by becoming memes.

There doesn’t seem to be any hard rules about what makes a creepypasta. So let’s look at the more popular ones to get a feel for them. These are just going to be brief overviews.

Of course the granddaddy of them all is the Slender Man. I wrote about him before so I will refer you to that article for details. What I will add is that this character has gotten so popular and immersed in our culture that he is losing some of his bite. I regularly see people cosplaying as him at conventions. There are parodies now, including Splenderman. Add to that a number of movies either ripping off the story or using him outright, and I think the mystique of the characters is getting diminished.

Going beyond Slender Man, you have certain themes that a creepypasta can fall into.  The first are characters that seem to be using the same basic motif of the Slender Man, that of the boogeyman, the character that comes at you when you are most vulnerable, when you sleep.

The creepypasta most like the Slender Man is the Rake. The Rake, just like the Slender Man, can be traced back to a specific thread on 4chan. Like most creepypasta creatures, the stories about the Rake and his behavior vary from telling to telling. In most versions the Rake it is a pale, bald, humanoid creature that has feral characteristics. Usually it will crawl into a person’s bedroom at night and sit on the foot of the bed. It will than whisper to the person, often telling terrible prophesies or in some cases threats.  These victims almost always meet a grim fate.

Another popular creepypasta boogeyman is Jeff the Killer. It’s a little harder to track down where Jeff came from, but odds are good he is another 4chan creation. Jeff is more in the vein of a slasher killer from the 80s. He is a pale, noseless man, with his mouth slashed into a permanent smile and his eyelids removed. He will creep into your room at night with a knife. If you wake up while he is there he will say “Go to Sleep” and if you scream he will attack. An entire origin for Jeff has been written which can be found here.

Moving on from the boogeyman, we next have the creepypasta where either something online or on a computer is itself dangerous. Again, Slender Man has aspects of this. Another one that does this is known as smile.jpeg, or smile dog. It is a picture of a dog with a sinister human-like smile. If you see the picture you will supposedly have epileptic fits in your sleep and dream of the dog telling you to “spread the word.” The only way to be free is to share the picture. This creepypasta has more than one image attributed to it, with one popular image sharing characteristics with Jeff the Killer.

Another is Lavender Town Syndrome. It tells of the original version of the game Pokémon Red and Green which introduced a supposed Pokémon graveyard called Lavender Town. In the creepypasta version, the original music for that area drove over 100 children to kill themselves and so the game had to be patched.

But the most well-known of this type of creepypasta is known as Ben Drowned, or the Majora’s Mask Creepypasta. This one tells of a YouTube user relaying his experiences playing The Legend of Zelda: Majora’s mask where he comes to believe the cartridge is haunted by a ghost named Ben. The story gets very involved, and I would prefer to not give too many spoilers. I would suggest going here to check out the YouTube videos. I would suggest not doing this at any time you would like to avoid being creeped out, as they are particularly well done.

This barely scratches the surface of the whole creepypasta phenomena. If you are interested in pursuing more I would suggest checking out a few sites.  One of the best resources is the site Television Tropes and Idioms. Its creepypasta section has a good listing of the most well-known, and can give you a good list to start. There is also creepypasta.com, a site dedicated to collecting creepypasta stories. Finally I would suggest the site Know your Meme if you are just looking for a good summation of the various creepypastas, though it is best used if you already know the name of the creepypasta you want to look up.

The final conclusion we came to at the panel was that mankind has had ghost stories as long as we have been able to tell stories, and anytime a new medium is developed, people will find a way to use it to tell new ones. The creepypasta is the ghost story of the message board and the YouTube account. And as long as people like to be scared and creeped out, there will be people ready to provide these tales for them.

 

 

The Dragon*Con Boycott issue

 

Dragon*Con Logo

 

Originally I had no intention of writing about the situation surrounding Dragon*Con and the calls to boycott it. Not that they weren’t interesting or relevant to geek culture, but others had made the same points I would and I didn’t feel I had anything new to add.

So what changed?

Recently I have been reading a lot of exchanges online about Dragon*Con and the boycott effort. The problem is that in a lot of those exchanges I have seen a lot of emotion and a casual disregard of facts. As a one-time journalism major and a fan of the @willMcAvoyACN twitter account I feel strongly that facts are important.  So let us take some time here and now to look at the facts as I have been able to learn them.

Dragon*Con is a for-profit convention founded in 1987 in Atlanta, Georgia. Originally a science fiction convention, it has grown to be more of a multi-genre convention, embracing almost all aspects of geek culture. It currently boasts an attendance of approximately 52,000.

One of the convention’s founders is a man named Ed Kramer. Besides working with the convention, Kramer edited several books working with such well-known authors as Neil Gaiman, Nancy A. Collins, and James O’Barr.

In 2000, Kramer was arrested and charged with molesting three teenage boys. Due to a combination of legal actions and health issues he has yet to face trial on those charges.  After the charges were made, Kramer was removed from Dragon*Con’s board and is no longer involved in running the convention; however, he retains his shares in the company. In 2009, Kramer posted a bond that allowed him travel privileges in order to attend his health needs and visit his mother. While on one of these trips in 2011, Kramer was caught in a motel room with a 14 year old boy leading to his arrest and further charges.  He fought extradition back to Georgia to face the original charges. Last January that extradition went through and he is back in custody in Georgia.

The call for a boycott of Dragon*Con comes from Kramer’s status as a shareholder. Kramer owns 31% of Dragon*Con shares, which means he is entitled to profits from the convention. In 2011 those shares netted him $150,000.

The call to boycott Dragon*Con was started in January by Nancy A. Collins. Her contention is that Dragon*Con has not done enough to remove Kramer as a shareholder, and that they should dissolve the corporation and reform under another name.

In February Dragon*Con made a public statement on the matter. It pointed out that Kramer has no hand in running the convention at all since 2000. It also points out that efforts have been made to buy out his shares of the convention but Kramer responded by suing them. They also explored the option of dissolving the corporation and reforming, but that was not a possibility right now. Follow up on that last point revealed that under Georgia law, a corporation cannot voluntarily dissolve as long as there are pending legal disputes, so Kramer’s lawsuits prevent that option. Some have suggested trying to force Kramer to sell his shares, but that cannot take place until after he has been convicted, since he is presumed innocent under U.S. law until then.

So those are the facts of the case. Where does that leave us?

Based on all the above facts, there are only three factors that will prevent Kramer from receiving funds from Dragon*Con:

1: He is finally convicted, at which point new legal avenues open up for the convention

2: He dies. The man does have health issues, including the need for an oxygen tank. One of the major reasons he has not faced trial yet is the contention by his lawyers that he is not healthy enough to sit through a lengthy trial. Based on that, It’s not farfetched to presume that he does not have that long to live.

3: Dragon*Con folds. Let’s face it, if the convention dies, that would prevent Kramer from receiving any more funds from it.

This leaves us with some of the back-and-forth debate that has being going on between those in favor of the boycott and those against.

The major point that those in favor of the boycott make is that denying money to the convention ultimately denies money to Kramer. This is a straight forward point, and can’t be argued with.

The counter that is made is that a financial loss to Dragon*Con can have a ripple effect on several people, including other employees of the convention, the vendors that depend on Dragon*Con as a major source of their annual income, and local businesses like the hotels and restaurants in the area.

Also on the anti-boycott side is the claim that despite the boycott, Dragon*Con is so big that it will still turn a profit.

The counter to this is that even if that is true, the boycotters can take comfort in knowing that their money did not go to this, and thus did not support Kramer.

There have been some suggestions that the current organizers of the convention just abandon Dragon*Con and start a new competing convention.

This is a really tricky one because it looks good on paper, but falls apart in reality.

Basically it would require creating a new convention from scratch, with no access to any of Dragon*Con’s assets. They would not have the advantage of the Dragon*Con brand name, and they would need to negotiate new contracts with new convention sites. They could not use the old sites, as they have multi-year contracts with Dragon*Con.

Is it doable? Yes, of course it is.

Is it something they are likely to do? No, because the hassle would be enormous, and there would likely be new rounds of lawsuits, not only from Kramer, but most likely the hotels and other venues they have multi-year contracts with.

In the end this is not the black-and-white issue that everyone wishes it was. Every person touched by this situation is going to need to do what their conscience directs them to do.

All I ask is that when deciding what your take on it is, you keep in mind the facts.