Sunday, September 23, 2007
Crackin' Open Copper...
I also cracked open WEGS Copper Players Notebook this week to assess how much work that book needs. Copper is the version of WEGS I had wanted to release at GenCon last year (as all 12 of you who read this blog religiously might recall...). Luckily that did not happen, allowing me to circle back and kreate WEGS 101 as the first official WEGS offering instead. Lots of detail on this tale can be found blogged out below...
Copper was put on ice in its near-completed state about a year ago and is sitting pretty at 210 pages right now. It needs a solid re-write and, just maybe, a little content. It's jammed with art. Copper is the next level for players, allowing them to custom-build the Ark of their desires. Whereas WEGS 101 really limits folks to stay within their Arketype (not really allowing much in the way of player options), Copper tears that wall down completely and folks can mix/match the hero of their dreams.
It also gives folks a little taste of the things to come...
Sunday, September 16, 2007
Two Mo' Cons...
Willy the Second helped with one of the new scenarios we're launching called From Dusk 'til Dead, subtitle "Say 'ello to my little boomstick". It's pretty much Evil Dead (the movie) so it fits in perfect for our traditional midnite quicky on Saturday. I love/dread the midnite quickies... They are anything but quick and at my age, sleep is a precious thing. On a side note, me and Will were floating around in a pool this weekend (not a pretty site), discussing the various mechanics we will be using for the "boomsticks", "chainswords" and the evil book at the center of the horror - the Wegsronomicon... This is gonna be one deadly scenario!
MACE, the other con, will be a first-timer for me. Folks have told me good things about MACE, so it's high on the list of cons to do. Plus it's in one of the 13 colonies and helps us to check off our "First 13" little marketing hit list.
That's all for now, folks!
Friday, September 14, 2007
A Little Trip To Triadcon...
It's always dicey hitting a con for the first time and you never know what to expect. I had four games on the schedule, of which only two ran. So, I ended up with lots of downtime. One such gap allowed me to sit down with Mel W. and be introduced to the game Agon, which has really cool design elements and character progression options. It's ancient greek hero-mythos that neatly entwines character creation, advancement and story-telling challenges for some super results. It's def a game that I'll be buying and playing. Thanks, Mel!
The WEGS 101 games were placed right by the entrance to the "rpg flea market", so lots of folks passed by all day. The con kinda cleared out at night. I think I was a little shocked by the lack of college age folks attending the con (being that the con was held at the University of Maryland). All in all, it was a slow-paced con that does not have a big role-player base yet. I'd be tempted to do it again next year if time allows.
One of the funniest things about this con was that the games were held in the dining halls that surrounded a central cafeteria. The perimeter of each room had a conveyor belt system to put empty cafeteria trays on which then traveled around the room to the central kitchen area. Luckily, the room I was in was not actively using this device, however the rooms other games were held in had the apparatus in full swing. All day long, discarded trays with leftovers went chunking by the gamers. Lots o' fun!
Wednesday, September 5, 2007
Sales So Far...
http://www.gamewick.com/Buy_WEGS_101.html
So far we have WEGS 101 in Ohio, Colorado, Oregon, New York and, of course, New Jersey (I made my mom buy a copy...). We did a limited run of 250 - so don't wait to get your copy of the first print run! I had wanted to go with 300 copies to be in sync with the fated Spartans, but just couldn't muster the courage to do so...
I'll probably need those 50 for the Christmas rush, too...
GenCon - Beginning or End?
So, GenCon... What is it? I'd like to say "end". This is probably because GenCon is so draining with the schedules we run that once that con is over, I don't want to think about gaming or working on games for a couple of weeks following (hence, my lack of postings of late). GenCon also comes hot on the heels of Origins, so the ramping up for Origins is like starting the engines for GenCon. If anything, I use Origins as my final playtesting ground for the games we offer at GenCon.
GenCon definately has that world series feel (and Origins a penultimate feel). GenCon is the big moment that you strive for if you're releasing a product. After the con is over, there's definately a lull until the local cons begin to pick up speed. The fact that summer ends a couple of weeks thereafter also gives it the flavor of an ending point.
So, end it is.
Time to get the new season of gaming started!
Wednesday, August 29, 2007
GenCon Flashbacks...
Donna was a friend who we had lost touch with for easily seven years now. She was part of WEGS at its inception, when we made the jump from Warhammer to WEGS 99. We had no clue that Donna was still involved in gaming, or for that matter attending GenCon assisting a vendor!
We had just been talking about her the week before as we regaled ourselves with memories from the games of yore. The campaign Donna was a part of (as a Dwarf Warrior who was constantly sharpening her axe blade) was the greatest campaign we ever ran. It ran for at least six months straight, mostly bi-weekly, and at its apex involved 20 players in what could be considered a mid-season finale.
Actually, the really cool thing about this game was that it started as two different games that I ran simultaneously in weekly rotation with two different groups of players. Both groups however shared the same plot trajectory and ended up at the same location for one big game that we called The Night Of Chaos. In addition to these two original parties, I introduced a third party of gamers as the enemies set to destroy both parties. It was one of the best games that we ever ran and has some of the greatest post-game imagery burned into our heads. There were so many cool things about this campaign, I could rant for hours - but for those of you who are just checking out this blog, the excitement of it all would be lost. And the point of this thread wasn't about a campaign we ran over seven years ago...
The point is that there, right next to the GenCon premiere of WEGS 101, was a friend I hadn't seen in years who witnessed the first WEGS baby steps. Neither of us knew what the other was up to and, yet, we converged at the perfect moment in time. We all talked excitedly about what we had been up to. I pointed to WEGS 101 a few feet away. We joked about getting the old group back together or just getting together once we got back to NJ.
Of all the things that happened at GenCon, seeing an old friend in happy circumstances unexpectedly trumps all.
Friday, August 24, 2007
7
I've been telling folks that this trip to GenCon was like a vacation to Vegas where I lost all my money, but never actually got a chance to gamble or sit by the pool drinking rum runners. So, it was a Vegas vacation without the vacation. From airfare to hotels to shipping, a trip to GenCon is an expensive proposition.
Inauspicious beginnings aside, 7 has been associated with this game from the start. Heck, we finished the book on 07/07/07! I'm no sayer of sooths but if I had thought about it, I could've predicted the GenCon sales... and that wouldn't have stopped my from going to the con.
The game is on, folks!
Thursday, August 23, 2007
'Twas The Best Of Cons...
The 3 Best
The official launch of WEGS 101!
Folks showing up for games with copies of WEGS 101!
Some WEGS games were canceled due to no attendance. (Yes, this was actually a good thing. We scheduled an aggressive 18 events - we welcomed the break big time!)
The 3 Worst
A modest 7 copies of WEGS 101 were sold (no way to sugar coat that!).
The expense of it all (con fees, food, hotel, taxi, travel).
Some WEGS games were canceled due to no attendance.
Still trying to make sense of it all. From the highs to the lows, it was a non-stop endurance test, much worse than any opening week for a theatre production (aka hell week) all jammed into four days.
Would I do it again?
Heck, yeah!
More details to follow...
Sunday, August 12, 2007
WEGS 101 Old Skool Cover...

And the system ain't half-bad either...
The cover art and interior illustrations are by Kennon James - an amazing artist with a knack for nailing the old skool spirit. Wait until you see some of his interiors - there's this one spread for "The Five Strengths" that just blows me away. Lots of cool art awaits! Visit the man who drew it all at his blog:
http://kennonjames.blogspot.com/
or
He'll also be at GenCon, pay him a vist on Artists Row. He rocks!
Friday, August 10, 2007
Sound Some Trumpets Or Something...
For the first time in three years, I'm walking around without a proof or draft of WEGS in my bag. It's a very strange feeling, but there are so many other tasks associated with getting this book published that I haven't allowed myself to enjoy this new found freedom. It'll all catch up to me post-GenCon when the book has finally be launched.
Besides, I need to start to put the finishing touches on WEGS Copper...
No sleep for the wicked...
Thursday, August 2, 2007
Ark Triumphant!
We all joked how there was no way we could let that Ark leave the con alive. You just can't unleash that much power into the unsuspecting WEGS world. All in all, it was a great test of the Ark advancement rules and players got a taste of where WEGS is going. It's not a system about petty skills and experience points. It's about heroics, spoints and dice!
Thanks to all the players at Historicon who made this game rock!
* There's some confusion here. The number of 88s might have been as high as seven! Willy The 2nd was stacking all sorts of minion levels towards the end of the game!
Delvis has left the building... for now.
Tuesday, July 31, 2007
The Players Assembled...

A total of nine players I believe, encountering their first onslaught of minions (all three of 'em). Various elements of WEGS can be seen - poker chips, playing cards, skill cards, Ark kards, miniatures, battlemat, pencils, dice and lots of arms obviously...
The game was packed and the action was non-stop (after the players managed to eliminate the first three minions...).
Photo courtesy of littleleadheroes.com
To-Gash! To-Gash! To-Gash!
The name To-Gash comes from a wound one of the Wegshogs received from some sort of swimming accident earlier this summer. It is also a nod to all things Belushi...
To-gash!
To-gash!
To-gash!
Sunday, July 29, 2007
Yawlamoooooo!

Friday, July 27, 2007
Summer Sucks For Blogging...
Historicon...
That's the third con this month: Origins, Dexcon, Historicon.
This one is gonna be combat heavy, my friends...
Can't wait to return with some war stories!
Thursday, July 26, 2007
Ganakagok...
I was chatting with Bill's brother Mel, who invited me to sit in on the game. In a brief conversation, he had explained the premise and some of the mechanics which sounded cool. Mel explained that it was a fantasy game, not historic (which I had assumed due to the presence of Eskimos). Players create members of a tribe who roamed a fantastic iceberg nation. Pre-game, the tribe forever lived in darkness under the brilliant stars above. However, for the first time, dawn approaches. This is the story mechanic the drives the game. The players come to terms with the coming of the dawn, what it means mystically and the changes it brings to their tribe.
Mel called it Eskimo Punk which peaked my interest further and sold me - though I'm not sure if this term is appropriate. I think The Clash when I think punk. Bill then came over and gave me a quick overview of the character generation and story-telling mechanics which use a deck of Tarot-like cards (Eskimo themed). The cards are used in several ways to build the setting and guide the story. Really cool concepts.
The game got even cooler as I observed it. From the start, the cards are used to guide folks to mythic character themes and key character branding (literally with a stat called Scars). The game quickly ramped up as each player stepped up to outline two huge sheets of paper hanging on the wall. One sheet was the map of their nation and each player filled in places of interest - so they had a hand in creating the world setting. The other sheet contained a map of the character's relationships with the other members of the tribe, their loves, their hates. This instantly established starting points in the story and history. Before the game itself begins, folks are connected on so many levels. Really cool. No - really cool. And the game got cooler from there. From the seating of the players at the table in character age order (from youngest to oldest), the story proceeded clockwise around the table with plenty of little tricks using the cards to generate the story. There's some beautiful things going on in this game. For me, it's the structure of the game that defines why I like it. That and the fact there's a balancing act in the game with Good Medicine and Bad Medicine, a very similar concept to the Good Kharma / Bad Kharma in WEGS.
The title? Well... It's a tough one to pronounce, but it does fall trippingly off the tongue once you're used to it!
Ganakagok
Say it. Love it.
I bought myself a copy at the con and can't wait to run it for some of my crew. It is one of the two trophys I walked away with from a less than successful WEGS con. The other trophy was a book called "Baby's First Cthulhu" or something like that. That was an impulse buy though.
Ganakagok made the trip worth my while.
Monday, July 23, 2007
The Dexcon Dunge O' Doom...
Gnobbit Warrior - Will
Elf Ranger - Ken
Goblin Warrior - Jeff
Dwarf Sage - Bill
Humnz Mage - Dave
Humnz Mage - Mel
I ran the game solo, letting Will jump into the game (despite the protests of the players who thought he would be more of a handicap!). Gameplay was fast and furious. After testing the waters on Level 1 where the group of adventurers encountered a demented Dwarf witch and her guards, the group jumped down to Level 5 where they received quite a beating from a Hobgoblin battalion. Taking a moment to heal the wounded and rethink their downward venturing, they decided to retreat up to Level 4 where they handily dispatched a three-headed tentacled horror. For their final encounter, they plunged down to Level 6 where they found the Chamber of the Golden Cow. It was here that all hell broke loose in one final fantastic frenzy.
Without giving too much away for those of you who might encounter such a chamber in your ventures, the game ended with the 2 Warriors and the Ranger pitted against the 2 Mages and the Sage. Yes - the game ended in a grand player-vs-player showdown. Fighters versus Spellcasters! Spoints were flying and Phew points were popping! When things turned really bad for the spellslingers, Dave the Humnz Mage used the spell Jumpin' Jazzophat to jump off the game board, leaving the two other spellcasters scurrying toward the edge. Unfortunately, the edge of the board was too far for Bill's Sage (who was plum out of spell points and Phew!) - the Sage was the first to bite the dust. Mel's Mage made a valiant dash for the exit, but was cut down just two squares away from escape!
There was great character play from beginning to end and it was tremendous fun to see the party unravel so quickly in the final encounter... The game wrapped up around 3:30 a.m. This was the high point for WEGS at the con - from there it was all downhill unfortunately... Players seemed few and far between at this con. I guess most decided to skip this con to stay home and read Harry Potter...
Ya live, ya learn...
Thursday, July 19, 2007
Shaun Of The Wegs...
One of the funniest moments at Origins was also one of the most austere – and it wasn’t gaming based. In the movie Shaun of the Dead, Shaun and his group of hapless zombie-fearing heroes are cutting through backyards making their way to the safety of the Winchester (a local pub). As they round a corner, they come face to face with one of Shaun’s friends, who is also leading a troop of zombie-fearing heroes to another safe haven. Shaun and his friend compare their plans (of which Shaun’s is the lesser), and then both groups depart their separate ways. The brilliance of the scene is that as they depart, they pass each other single file – for every member of Shaun’s party, there is an exact same member in the other party. There’s the fat guy double, the girl with the artsy hat double, the Harry Potter dweeb double and the Mom double. It’s just brilliant…
Anyhow, it was the end of the convention, Sunday afternoon and we needed drinks and eats and drinks badly. So, me and the Wegshogs were taking a shortcut through this deserted elevated walkway. Destination, Max and Erma’s. We had taken this same walkway a couple nights prior at midnight and it was a creepy place. The enclosed overpass is a long, crooked corridor with lots of nooks. Its tinted windows give the hallway some kind of grey un-light. The various exits are hidden and you can walk right past them unaware. If this was NYC, the place would be a haven for the various urchins and a convenient urinal for the walking drunks post-last call… In fact, if this was in NYC, the walkway would be closed after sun-down. Growing up in the NYC area, you come to assess things this way. But this was Columbus, OH – there was naught to fear.
Until we rounded a corner and came face to face with a couple of gamers who popped up from a concealed flight of stairs. Instantly I recognized the two as our WittCon comrades – of all the places to meet folks you know! We quickly hailed each other and then compared our plans. Lionel and troop were heading back into the convention center to take one last look around, and we were heading to the pub for one last beer. As Lionel and his friend talked with me and Will, Sue and Bob had taken a step back against a wall. Suddenly, the wall opened and Bob let out a wee-girly scream. Ends up they were standing in front of some concealed elevator doors. Inside were the other two members of the WittCon party – Andy and Julia.
We all quickly exchanged greetings, talked excitedly about the con, wished each other well, and then went our separate ways. Me and the Weghogs went down the stairs to street level and the pub. Lionel and troop went onward to the convention hall. As me and Will hopped down the stairs, I turned to him and said, “You know that was the scene from Shaun of the Dead we just lived, right?”
From behind we could hear Sue laughing at Bob for his little elevator scream…
We laughed at the absurdity of it all. What were the odds of coming face to face with folks you know well in a city flooded with gamers? Especially in that deserted area? Just something that was meant to be… It was great seeing those folks one last time and saying farewell in person.
Perfect way to end the con.
Wednesday, July 18, 2007
From One Con To The Next...
Hang in there...
Thursday, July 12, 2007
7... 11...
WEGS 101 is done.
Sweetness, indeed.
Should be back from printer by month's end - unless something goes awry with the final proof.
In craps, 7 and 11 pay the line...
How poetic...
Monday, July 9, 2007
Countdown To GenCon...
(I'll be honest - there were times between Origins games that I just wanted to crawl into a corner and sleep. If it weren't for the Weghogs juice-ing me up with Dr. Pepper, that just might have happened...)
According to the latest GenCon pre-registrations, 9 of my games are sold out. Out of the 99 total seats available at the WEGS table, 33 remain to be filled. 20 of those remaining seats are for our three Sunday afternoon games (which tend to be dead slots due to the fact that the con is at it's end and folks try to use that time for their final shopping spree in the exhibit halls). With the exception of those three Sunday games, all other games have folks in them.
Despite the fact that the only thing I want to do right now is sleep, I'm pumped for this next WEGS onslaught. Between now and GenCon, I have two other cons with equally aggressive game schedules - but I wouldn't want it any other way.
The summer of WEGS rocks!
Back From The O...
The best part of the con for me was seeing folks return from cons where we previously have run WEGS the last couple of years. We had folks drop in from prior Origins, WittCon, Ubercon, and GenCon. I usually recognize them on site - and while I don't know some of their names, we instantly connect once we remember what scenario they previously played in.
I'm honoured to see folks return to the WEGS table.
It's one of the perks of face-to-face gaming.
Monday, July 2, 2007
101 Arks Await...
Hopefully, we'll use them all - but chances are we'll only burn through half of them. That is unless the Yawlamoo ends up being particullarly brutal on the players...
Origins details will be posted next week.
Yup.
Friday, June 29, 2007
The Midnite Quicky, Part 2....
Friday - Dwarf Walks Into A Bar
Saturday - Tomb Raid!
Both sessions were scheduled from midnight until 2 a.m. These games were meant to get folks in and out of their first WEGS adventure in a jiff. Even the descriptions were brief:
That was it - short and to the point. It was as simple an adventure as could be - go into a king's tomb, try to plunder as much booty as possible, set of some traps, awaken the tomb guard, die or run away... Well, it was anything but quick. The nature of sending players into a perilous tomb is the rub. Ever since TSR's infamous Advanced Dungeons & Dragons adventure Tomb Of Horrors, rpg players know to tread lightly in tombs... The fact that I designed the tomb with several obvious traps waiting to be triggered didn't help. Everywhere we have run this scenario (Ubercon, Origins, WittCon, GenCon) the results are the same - the game is slow and cautious. That is until the traps are sprung... Once folks set off one trap it generally leads to another and another. It's like a domino effect and it causes the last hour of play to be rapidly wild. It's a scenario that builds slowly, but then pays off in spades.
I love the fact that I promoted it as:
"Scenario will take about an hour and a half to play – or shorter if your Ark decides to just “run off screaming”… "
Doing a tomb an hour...
What was I thinking?!?
To be continued...
Tuesday, June 26, 2007
WEGS-A-Q...
This is the second time we've done this type of pre-con rules refresher and scenario run-through. We did it at the beginning of summer last year to get ready for Origins and GenCon. This year we have twice as many cons to prep for - though we rotate the scenarios we run at each. This season we have three new offerings amidst our returning adventures: Pigskab's Skewl 4 Wizzerds, Reservoir Dwoirves and The Yawlamoo. The con introductions for these can be found here:
http://www.gamewick.com/CONSCENARIOS.html
We ran Pigskab's first - and, without giving too much away, players are in for a wild ride. From the start, they venture forth from their third-rate wizard's school to clear the surrounding hedge of any infestations. Due to special rules during Arkreation, these Arks are designed to be the most inept group of multi-class spellcasters to be imagined. This scenario is wild. It's everything Harry Potter isn't and borders on being Pratchett.
Next, we did a high level overview of Reservoir Dwoirves. As this is a heavy role-play scenario, we only discussed plot points and resolution mechanics. Key to this scenario is the Mexican stand-off ending. And we have some wicked, wicked minions just waiting in the wings...
Finally, we ran The Yawlamoo, which is just one big brawl fest. My wife jumped on board for this final game as we needed players - the more the merrier here. Thank god she's a part-time gamer chick! Basic concept is that hoards of minions surround the players. Via the WEGS Deal-A-Minion deck (standard playing card deck), each player gets an opponent assigned. Ultimate victory is to play through the entire deck (though that would take hours). As players perish, they create new Arks and enter the battle - this also triggers a card from the D-A-M deck. This scenario is scheduled for epic Sunday games at each con.
All in all, a great Sunday of gaming.
And, oh yeah, we're ready to kick some serious butt at the cons...
Friday, June 22, 2007
The Midnite Quicky..., Part 1
In my mind midnite was the perfect time to do a two hour quick-hit game of WEGS. Since the game has a cinematic punch with easily digestable plotlines, it would be the ultimate night cap. What I failed to factor in was the fact that this would be at the end of a day where I did nothing but demo-ed WEGS, taught WEGS, ate WEGS and played WEGS. It would be like going to a midnite movie after watching them all day while standing on your feet...
Yeah, the first couple rocked. The games went according to plan and had the exact ambiance that a midnite game should have. They had that secret vibrant glow that only starts in the dark of a new day with the only threat being dawn... Or something like that. But the problem... The problem was that they were anything but quick... The games were supposed to be two hour quick fixes - but they went on for three hours at least. Sometimes four hours. The games were awesome, but the plan was flawed.
Careful the things you wish for, my friends...
To be continued...
Wednesday, June 20, 2007
Mushpot Amongst The Giants...
Since I posted on Mushpot yesterday, thought I'd follow up with a pic today. Here he is in all his glory amongst the literary giants of our time (Hemingway, Melville, Hawthorne, Python, Huxley). Notice the small Dwarf Lord game piece at his feet.I don't know too much about this strange statuette. Found it at a garage sale a couple of years ago. Weird thing is that I stumbled upon a piece of art that he was based on. Seems he is a Bauer troll.
http://runeberg.org/jbauer/
Mushpot can be seen in the top pic (he's the giant on the right). There's something very Tolkien about Bauer (or vice versa). I think my next quest will be to find statuettes of the other trolls in the picture.
They gotta exist, right?
Tuesday, June 19, 2007
Mushpot The Great
Mushpot is a big ol' angry giant with a taste for Gnobbit meat. He normally appears as the hired hand for nefarious parties (such as Quolmort or One Eye Gleebag) and has been encountered in the scenarios Hobgoblin Lunchbox, Spittrakk's Tower and A Giant Mess. He fashions himself a king among true giants and ridicules the everyday giant that you'd find in other adventure games.
Generally, Mushpot stands between the adventurer's and their exit, wielding one mighty big club (tree). At conventions we use a ceramic statue that I found at garage sale years ago. He is probably 20 times larger than the other playing pieces on the table and so brings a sense of shock and awe to the players when he appears...
Mushpot has been with us since the first con that we WEGS playtested. I'd make him a part of the pre-game set-up, surrounded by a host of miniatures and poker chips and dice. He was kinda the WEGS poster child... It was a great gimmick to catch the eye of the odd passerby. You just don't see things like that incorporated in games.
"This game has giants and poker chips?!? Dang, beam me up, Scotty!!!"
Of late, we've retired Mushpot from cons as he's kinda fragile despite mighty big size (he's ceramic afterall). He'll be on display at the WEGS Museum someday...
Sunday, June 17, 2007
The Big 7...
Last week was a major push week for the final layout/design of WEGS 101. The book needs to be under wraps asap so we have it ready for this summer's release. Don't worry, we're in great shape for a GenCon release. I was hoping to 'ave 'er done by Origins - but that ain't gonna happen.
About this time last year, I had the same stuff going on with WEGS Copper (the book that never got released...). I was still hopeful to hit the GenCon release date, but by mid-July that was out the window. T'aint happening again...
So, what is the Big 7? It's my weekly listing of the things I need to get done to stay on course. I don't know why I elevate 7 items - craps probably. Last week's list was:
1. Finalize art for WEGS 101
2. Finalize layout/design WEGS 101
3. Finalize Ark Kard for posting on website
4. Print new Skill Kards for conventions
5. Finalize printing contracts / pricing
6. Promo plan
7. Convention logistics plan
The Big 7 is also a section on the WEGS 101 Ark Kard that details the seven main player options: Ready, Attack, Aim, Fire, Cast, Blast, Move.
Life imitates craps???
