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Were you at GenCon? Did you stop by Games on Demand? If so we want to hear from you.

Be it an awesome experience, or one of utter frustration, we want to know.

We are iterating towards the best Games on Demand experience possible, but really need your feedback.

#GamesOnDemand   #GenCon  

We continue to receive amazing feedback!

If you want to reach out and share your experience, the best way (which will help shape what we do next year) is here:


Also... surveys are coming! 

It's important to remember that Games On Demand is an event we all organize for free. We are volunteers. It's not our business, not our job... we don't profit from it... and it's not even always fun. It takes a lot of work and personal sacrifice to make Games On Demand happen with months of preparation.

We do it, because we love Gen Con, we love people, and we love gaming. Gen Con is very much a "by the fans, for the fans" event.

Gen Con is what we make it, so we are doing our best to offer something different so everyone has more choice. And hopefully we can lead by example and inspire people to do the same. Make Gen Con what you want it to be! 

I'd like to conclude by quoting the latest feedback we just received. It also reflects that this year, Games On Demand was a place where many new people, especially women, played their first ever RPG. Very cool!

I wanted to tell you how thrilled I was with my experience at your GenCon event. I actually have never played a tabletop RPG of any kind and was a bit nervous about it. When our group got called, all of the RPG's my husband and I wanted to play in had been filled up and we almost left, but we decided to pick something that sounded interesting from what was left. I was in the Friday 10 pm session of lady blackbird (table 1) and I cannot tell you how amazing it was. The gm was awesome -- he encouraged true storytelling but at the same time kept everyone on track -- and that module is just luscious and beautiful. I think everyone at the table had a great time (GM included) and I, for one, keep wishing we had had more time to finish just a little more out. Very cool event, great choice of an RPG/module for something like this and a great GM. Thanks for a cool event and a very unique first time RPG experience.

Derrick Kapchinsky's profile photoBryan Meadows's profile photoJeremy Friesen's profile photoAlex Schroeder's profile photo
Comparing last year to this year, this year was a much more professional approach and was better organized by ten fold. The new system is an excellent set up and allows for a better structure for people to see the game and ask questions than last year. Kudos to all the hard work behind the scenes to make it as nice an event as it was.

Only two things I would tweak:
1) The placement of the upcoming game sheets and the banner on the table meant there were tunes when people passing by could not see the banner. The table banner to the side was good, but I would suggest a large banner over the back wall. This would cost some money (assuming gencon would not allow you to attach it to the wall so you need a mechanism to elevate any sign) but I suggest a little kickstarter to offset this. This would give GoD more visibility and make it look like a booth.

2) Let me caveat this with 'I know you do not discriminate against certain games and you have no control over what GMs run' I would like to see a little variety in the games ran. Let's be frank, nearly all the games ran could be called 'story games' born on The Forge. I would say 3:16 and FAE may not fit that, but a majority would. I don't know if this is because many of the GMs behind making GoD as good as it is are friends/ruin in the same circles/whatever, but it seems like GoD is pulling in primarily story games. A person I know said they were tired of GoD because 'one can only take so many story/narrative games before you simply want to run into a dungeon and kill things'. Not sure how to attract more traditional games.... not sure if you want too, but if you don't, GoD will probably gain a 'oh those indie game' sigma.

All things considered, I believe you guys did a fantastic job this year and it is amazing how big GoD has become! Congratulations are certainly in order!
+matt jackson regarding caveat 2, it is somewhat a matter of the GMs that we have. There were several games of Torchbearer, which is unlike the others. From my perspective (this may or may not be shared with other deciders), the qualifier to what is run is: "Games that may otherwise not be (adequately?) represented at GenCon are welcome at Games on Demand." Frankly, I would've loved a S&S game; Someone said that they were going to show up on Saturday and offer to run Marvel PHASERIP, and I said "Please do!". 

Ultimately if someone is interested in running a game, I sure wouldn't turn them down.

This all runs in tension with spacing issues. I do know that GenCon is very keen on what is going on.

Regarding Issue #1: Signage was definitely something we want. (We cannot put anything up on the walls of the convention center). Expect a significantly improved host table experience next year.
Yeah, I had toyed with running some Swords & Wizardry (alas, life got in the way) and you guys were fully supportive so I know the issue is not with you guys. I think the issue is more with the general public knowing the services you provide.

I would fully support an effort to get signage made for GoD. 
Matt, re point #2, a friend pointed out, tongue-in-cheek, 

"Shit, if only there were some part of Gencon that catered to people who want to run into a dungeon and kill things."

GoD will probably gain a 'oh those indie game' sigma.
...and I think that's fine, because traditional games are represented by every single other square foot of playable space at GenCon.

I mean, I'd be cool with seeing a few OSR games (next year I plan on bringing Owl Hoot Trail and Ryuutama, two OSR small press games, but I plan on bringing several "story-focused games" as well). And when I'm not running at GoD or similar events, I heavily promote the unsung heroes of small-press traditional gaming who make unique and cool traditionally-focused games (Clash Bowley, Tim Kirk, Jerry Grayson, etc).

But the reason that there's so many folks at GoD is because they know that's the place they can show up and get a game of Apocalypse World, Monsterhearts, FATE, The Latest Hippie Thing; if they wanted traditional roleplaying, they'd get scheduled or generic tickets, and literally walk to any other table at the entirety of the convention...
Seriously, if Games on Demand wasn't mostly indies it would kind of lose its value to me and defeat the original purpose. I mean, I get grumpy when it's all one kind of indie game.
+Robert Bohl I think the conversation is bringing up the question: What is Games on Demand's mission? Is it to provide access to smaller print run games? Is it to provide players the ability to "simply show up and play a game?"

Personally what I loved seeing was 20 menus with a total of 40 games on offer, only one or two overlaps. That had me extremely excited.
To add on to +Andy Kitkowski 's point:  if I want to play DDN next year, I can probably do that with little problems.  But if I want to play DDN and have Mike Mearls run it, then that might be a step too far.  At GoD however, I've seen +Jason Pitre run Spark RPG, I've seen +Jason Morningstar run Fiasco, I've seen +Mark Diaz Truman run Our Last Best Hope.  Having games run by their respective developers is not only cool, but it could possibly help people take a chance on a new game (or it would at least make me more inclined to play something I otherwise may not have heard of) and it's something that may not necessarily be unique to GoD, but it's at least makes GoD stand out.
I enjoyed the experience again this year and plan on running some games next year.

Personally I think adding more games, like swords and wizardry and other stuff, could only help GoD.  I say let people run whatever they want to run. I will continue to support GoD. 

Great job all who were involved this year. :)
Do you have a page with lessons learned somewhere? There is a local mini con coming up and I thought of just going there with a bunch of small games and basically doing a "Single GM Games in Demand". How did you get started? Where did demand come from? Do I need to focus on signage, bringing physical books, finding players before the con starts or GMs to share the burden/joy? (All of the above of course, but looking to set my priorities.)
+Alex Schroeder 

I would recommend bringing a few games that you want to run. Provide a durable physical document that has a description of those games. This allows people to see what is happening. I would also make sure to note your schedule. If you can, recruit another GM or two (depending on how many players there might be).

Then be as visible as possible during the lead up and the day of. Use social media, especially the conventions Facebook page (if they have one). You will need to drum up that demand.

Make sure you have an elevator pitch handy for each game. People want to be sold on what thy'll play.

Also, make sure that you have EVERYTHING that you need to get the game started immediately. Pre-made characters are best, 10 minutes or less for character creation is second best. Also dice, pencils, and paper.

I would also recommend being a very assertive GM regarding the rules. If you are playing Rules as Written, let the players know. But also work to build trust so you can make rulings during the game; Keep things moving at a good pace.

I hope that is helpful, and if not don't hesitate to ask for clarity.

Good luck.
Good points, thanks. The convention is so small, with between thirty and fifty people perhaps, it will not be possible to find a 2nd GM. But I'll prepare "starting packages" for my favorite games, and have a sort of "annotated list" ready to hand out. It also helps in setting my priorities. Elevator pitch, rules summary/handout, pre-gens; then think about everything else. 
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