GenCon 2009 – Wrap-up Report
While I first think of boardgames and RPGs when I think of GenCon, it is actually so much more. Here are a few of the nifty, cool, or downright odd things I came across as I went about my business. Oh, and since we are a video-game centric site after all, I’ve also included a few comments about the video games being shown off in the main dealer hall.
GenCon 2009 Report – Gamer Boardgames
What is a gamer boardgame? My previous GenCon report covered family boardgames, games that are great to play with younger kids, or informally with friends who drop by for dinner. Gamer games are slightly more complex and tend to last a bit longer (an hour or two).
GenCon 2009 – A Photo Essay
Two reports down, two to go. No additional posts today, but feel free to head on over to Boardgame News to check out my photo essay on the convention. I’ll be back next week to finish up with coverage of the more advanced boardgames and then wind up with an overview of collectible gaming, video games, and the just plain strange at this year’s GenCon.
GenCon 2009 Report – Role Playing Games
GenCon has come and gone once again in Indianapolis, leaving attendees with a bit less sleep, a bit more crowded game rooms, and a bit lighter in the wallet. However, most can claim to be satiated for the moment. GenCon is four days of concentrated gaming in one of the oldest and largest game-focused conventions in the US. I was able to attend for two days and spent most of my time roaming the large dealer floor, checking out the upcoming games. Started as an offshoot of TSR (the original Dungeons and Dragons company), GenCon has a strong role-playing presence in addition to the large number of boardgame and slightly fewer electronic gaming companies. For today, I’ll focus on the role playing game news that I found most interesting. In future articles, I’ll cover the electronic and the boardgame news from the show.
Unplugged: D&D, A Year in Review
With the new version of Dungeons and Dragons (4th Edition) revealed last year, there has been the expected line of products released by Wizards of the Coast to supplement the game. Some are targeted at all players, while others are primarily for Dungeon Masters (the folks who put together and referee the game every session). Here’s a quick rundown of supplements released over the past year with a few comments to fill you in on what’s included and who might benefit from them. If you just want the best of the best, feel free to read my previous article going into detail on my favorites for the year: D&D Insider Character Builder, the Players Handbook 2, Dungeon Delve, and the Monster Manual 2.
Unplugged: D&D, Highlights of the Year
The newest incarnation of the Dungeons and Dragons role playing game (4th edition) has been out for just over a year. Reviews were fairly mixed at first, but most of the furor of over changes to the game have died down. Die hard fans of the old system (3.5 edition) have moved on to keep their holy flame lit in support of their familiar system, but most players have moved on and begun to embrace the new version. Wizards of the Coast has succeeded in their attempt to overhaul the game by making it easier to learn, quicker to play, and better balanced for character options. My initial reservation to the new system was a concern over the lack of variety in player characters. One fighter-type was pretty much like another and there was very little room to customize to make a unique character. Fortunately, material published throughout the year has done much to improve the situation. Follow along with me and I’ll give you a virtual tour of a year of releases, giving you the skinny on what books are best, and which ones you might as well avoid. Today we’ll look at my top picks of the year, and tomorrow we’ll briefly hit every major release of the year.

