Badge Deals

TriWyrd-Logo-blackbkgd

Register early and save on your badge! Prices go up May 1st, and again June 1st! So, the earlier you get your badge, the more you save!

Full Attendee Badge Rates

Register before May 1st: $69.00
Register before June 1st: $79.00
Register after June 1st or on site: $90.00
Day passes and Sponsor Badges are also available. For more information, see below or check out the Registration & Events Page

***When you preregister for Wyrd Con you will get a beautiful custom designed metal badge!

Pre-Registration closes mid-June 2012!

The pretty badges are not guaranteed for on site registrants. Most on site registrants will probably get paper badges.

If you are interested in becoming a member of Wyrd Con click here.

 

Click here to book a hotel room!

 

 

Limited Number of Day Passes Available

Labyrinth of Jareth Masquerade Ball, July 1st and 2nd, 2011

Pre-registration Is Open for Tri Wyrd!

Vendor Floor at Two Wyrd

Vendor Floor at Two Wyrd (Photo by Ira Ham)

The Wyrd Con genies have answered your wishes! There is an overwhelming demand for day badges and they are available now for Tri Wyrd!

Day badges are only $39 and full conference Attendee badges are only $59! These prices are for a limited time only so get’em while the magic lasts!

And if you just can’t wait until next year for something magical…Labyrinth Fantasy Masquerade Ball is one of the most amazing Costume Events you’ll ever experience! You’ve got to check it out this July 1st and 2nd!

Labyrinth of Jareth Masquerade Ball, July 1st and 2nd, 2011

 

 

 

 

 

 

 

 

 

 

Two Wyrd Academic Program

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As part of Two Wyrd, we ask for submissions to an academic program that focuses on more insightful and/or provocative concepts in the Interactive Genre.

This years program offered new insights in ideas on many levels. You can obtain a copy to download here: Download Two Wyrd Academic Book

Jeff Gomez

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Jeff Gomez, the President and CEO of Starlight Runner, was kind enough to offer us his thoughts on live action role-play, transmedia and their intersecting paths. If you aren’t familiar with Gomez’s work take a look at the Starlight Runner site to learn more. He and his team have crafted the worlds of Tron, Transformers and Avatar alongside their creators and have inspired many transmedia creators in their wake.

What does Gomez have to say about live action role-play?

Jennifer: Do you consider live action role-play (LARP) to be part of a
transmedia experience?

Jeff: My notion of the perfect transmedia narrative implementation indeed integrates live action role-play. I’m a fantasy role-play gamer all the way back to the dawn of Dungeons & Dragons, and some of the most intensely emotional experiences I’ve ever had in an entertainment context happened through this form of expression.

Similarly, the greatest experiences I’ve had with the properties I’ve
loved have been in live event settings, whether it was the Kikaider
Show at the Honolulu International Coliseum in 1975, or the Glee
Concert at Radio City Music Hall in 2010
. I think we’ve only scratched
the surface of what’s possible with live action role-play and
transmedia storytelling.

Jennifer: Is there an intersection between LARP and transmedia and what could bring them closer together/what is the distance?

Jeff: Live action role-play is a unique and wonderful storytelling form,
yielding a kind of aspirational self-expression and cooperative
narrative that to my mind has very few parallels. Through LARP, I have
seen young people empowered to bridge potentially crippling social
disabilities and make connections with others that they never thought
possible. I’ve seen friendships and love blossom, and I’ve seen those
with little chance of expressing the scope of their imaginations in
their everyday lives, truly realize within the context of LARPing what
had only existed between their ears.

All of this makes live-action roleplay a powerful color on the
transmedia palette. The trick will be to make producers, storytellers
and a mass audience aware that this color exists, that it’s not
exclusive, elitist or unfathomable.

Thank you Jeff!

Jeff touched on the spirit of Wyrd Con by pointing out the powerful
possibilities available to storytellers and challenging us to bring it to
a mass audience. Two Wyrd has taken on that mission – join us in June!

Mentioned in the right places…

titus crow cthulhu plaque

I’m reading through J. Michael Bestul’s thesis on the H.P. Lovecraft Historical Society (link at bottom), and came across this great quote from Andrew Leman:

LEMAN: It’s [larp] also at its best when the story is created mutually while it’s happening, and the
players really contribute. The game isn’t particularly successful if the players bring the
attitude of “entertain me” to it. If they bring the attitude of “let me do this, too,” when
everybody’s participating, then it’s wonderful. But when people expect you to just put on
a show for them, then it doesn’t work nearly as well.

Thought questions:
Do you agree or disagree with Andrew’s statement?
Do you have any examples of players who were demanding for passive entertainment instead of a desire to participate in the narrative, and if so, how did you handle it, or how did you want to handle it?
Would you rather have a player show up but portrays their character poorly (“entertain me”), or not show up at all?

My anecdote:
I ran into this exact issue when designing the Harry Potter Family Fun Day for the Rancho Cucamonga Library last year.
I wanted the participants, who were veteran play pretenders (children ages 5-6) to be able to attend Hogwarts classes and do/learn something in the class.

This was based on the Hogwarts larp Enigma (later to become Enigma Live Game Labs) ran many years ago.
We had a class in potions, where students would make a potion of something.

For the library larp, I wanted kids to make a potion. I had a very simple concoction: vinegar and baking soda.

A conversation with the library staff went like so:

Staffer: “So who makes the potion?”
Me: “The kids.”
Staffer makes noise like leaking tire.
Staffer: “Yeah, I don’t think we can do that. What if a kid drinks the vinegar?”

They really wanted much more of a theatrical “costumed people come and dance around in front of kids”, whereas I was pushing for a more immersive experience where the kids would think they were
at Hogwarts, really making things. I fought for the potions class, and was fortunate enough to prevail.

Turns out it was a ton of fun. One kid even wanted to take his Dixie cup of vinegar-baking soda home, evidence of his magical prowess, I guess.

The staff weren’t familiar with live action role playing, so they are forgiven.
Fortunately, that first event went so well they’ve invited me back to do another one this summer. I bet I can get even more immersion into this one–huzzah! But it was a fight, certainly.

***
Bestul’s thesis: http://etd.ohiolink.edu/send-pdf.cgi/Bestul%20J.%20Michael.pdf?bgsu1146602037
Post by Aaron V.

Prepping for Wyrd Con – A Day’s Work

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Many people who know me that if you catch me on the weekend, I’m usually talking a bit about prepping for the convention, or some other theater activity. I usually spend about 4-5 hours over the course of the weekend, in addition to a few each day, continuing the preparations for Two Wyrd.
This weekend is no exception, but I thought it would be of interest to some people to go through my to-do list and show what’s being done a bit behind the scenes. I’m sure there are ways things could be done better, and I know that much of this manual process will be improved upon in subsequent years. But hopefully with my commentary you can gain further insight in to what goes on as we prepare.
The activities themselves are in no particular order, just in the order I decided to do them, and some images are edited to protect personal information of our attendees.

Review registrations
The biggest pick me up is seeing what people have registered for in the morning. It’s energizing to see what driving people is, and what is this week’s hot event or panel that people are signing up for.
When you register for the convention, the info@wyrdcon.com mailbox also receives a notice, indicating the registration. Normally we just acknowledge them and move on, but if we go inside one you can see a copy of what the individual registered for. I’m always surprised by what people select for their events.
Last year registrations were restricted to only one or two events per person. This year you can register for as many things as you want. This allows you to plan out your entire weekend up front, and be sure you have a spot. Now that registration is open, it’s first come first served. So if your interested in something popular reserve a spot as soon as you can.

Music
After sneaking a peek at a few other registrations, I turn on some music and get to doing some actual work. I listen to whatever Pandora plays for me. I used to have a bunch of mp3’s in my playlist, but I never had the time to organize my music. So now I just tweak my Pandora stations until they fit me.
When I work I listen to high speed dance music, preferably without vocals. It keeps me moving quickly, and with urgency. Without the vocals I can still concentrate and I end up accomplishing much more with it playing in the background than without. If your curious enough the hear the my Pandora

If you have an interest in the music I listen to you can click here to hear the pandora station I usually listen to.

Vendor Setup
With a little pick me up I set to work. Starting today with Vendors. Surprisingly we’ve had a rush of vendor activity this week. When you submit the online form at wyrdcon.com it deposits information in a google spreadsheet which we collect and process as a vendor, or event sign up.


Reviewing the information submitted, we confirm that the description is usable, and generate and invoice for the reserved space. Most table payments come through via paypal, but we also get the occasional check, or we can process a credit card directly.
Regardless once we receive the payment we update the vendor map with the vendor information, which reserves the table in my records, and send a confirmation to the vendor with a copy of the vendor policies. Next year I hope to find someone who want to help manage the vendor room more exclusively, giving them special attention (anyone interested?)

Last year we had the vendors in their own separate room, and had a badge checker at the door. Based upon the feedback from the vendors, and the fact we are a relatively young convention, the staff did a complete 180 on the vendor policy this year.
This year no badge is needed to access the vendor area, and we placed them in the main ballroom with registration and special activities. This way vendors get a much greater degree of exposure to our attendees, hopefully making them more successful!

Wyrd Con Staff Discussions
The senior staff for the convention and their assistants is the body & soul of this event. This small group does pretty much everything you see on a day to day basis. Without them Wyrd Con wouldn’t have a chance. Other than email, and in person meetings, we have a face book group to discuss all of our activities.
I have no idea why I selected face book for this discussion, it’s not really the best medium. But it’s working this year. When we start getting forums up in the future (probably for Tri Wyrd) we’ll likely move over to that. (Side Note: We actually have forums setup, we just don’t know what to do with them just yet. Send us ideas!)
I check the discussions, and comment or respond as needed. This usually ends up with me writing a few private emails and checking in to make sure progress is made on a few outstanding requests.

Merchandising – Shirts
I’ve been working on selecting the overall design and color for the shirts for Two Wyrd, and I’ve settled on something much simpler than before.
After reviewing the proof of the basic ‘Wyrd Con’ logo art I’ve gone with a black shirt, but with a mirrored silver imprint of the image. It’s going to be something more unique, but it’s more expensive than normal shirts. I’m playing it conservatively with the shirts this year, but this year they’ll be sold in the vendor room at registration so they will be easier for people to find. People had trouble finding the t-shirts last year, that isn’t going to happen this year.

After confirming a few things with the shirt vendor, and prepping the payment, I update the website with the actual quantities of available shirts so we only sell what we need to. If we sell out of shirts this year I can drop the shirt price to $20 and buy more next year, making it better for everyone.

Badges
Badges are another story. Unlike t-shirts which are everywhere and easy to make, the badges for Wyrd Con have always been a challenge.
Wyrd Con does not use paper badges; we aim to procure a unique badge that will be special and a memento of your experiences at the convention. Last year we made metal badges, this year we are going natural with an etched wooden badge. The problem with wood it is easily breakable, so it’s a bit of a risk.
Another challenge has been finding a vendor who is actually willing to make the badges. Working with laser cutters and wood to make a convention badge is not a normal activity wood is used for. So most vendors don’t understand the request, let alone have the right materials for it. I finally found a few willing, but their responsiveness has been lacking.
Recently I finally managed to get proofs of the badge, and expect some updated samples soon. I approve the recent proofs, and hope to see the badges next week.

*Update*
As I was reviewing this blog post, I saw the postman drive up. Running to catch him to give him the letter paying for the t-shirts, he handed me the badge samples! Just a few days after I approve the badges I have them in my hand. So here’s a picture of the actual product.
The samples look great, only glitch is the hole for the lanyard is a bit too deep in the badge. If they etch the hole 1/8” higher up then it should fit perfectly. I especially love the wood grain on the minion badge. I think in production we’ll have the minion badge color be used for attendees, and the plainer wood be used for minions & designers.
I wanted to have more badge types this year, but wood turns out to be much pricier to setup than metal, so there are likely going to be only three types, minion, sponsor, and attendee. There will be not special staff or vip badge this year, we’ll use minion for senior staff, and sponsor for vips.
On a side note, a few people have asked me why the staff and volunteers are called ‘minions’. The reason comes from another convention I work with, where they use the term ‘goon’ on the badges of their volunteers. I wanted something just as creative for our people. I think it’s more fun to be a minion, than it is to just be a volunteer. If someone asks who I’m a minion of, I’ll just mention something about the secret masters and wander off…

Wyrd Con Website
The next task on the check list is reviewing the website comments, and checking on the twitter and Facebook feeds.
Monica and Jennifer do a great team effort in keeping the systems full of content, but since the website has had a few issues I want to make sure that’s running properly. A week ago the website went down, and I had to spend an evening rebuilding it. I don’t want to do it again.
After copying a few files and performing some cleanup, I add the Intercon West banner, and a new bar to the top of the website. I’m proud we can call ourselves Intercon West this year; I’m looking forward to getting feedback from the Intercon attendees on what they think of Wyrd Con.
I’d add a photo of the new images on the website, but I figure if you are reading this article on the website, you can see the images yourself. Eventually we’ll switch the website to a more active and energized setup, but for now it’s a good setup to convey what we need.

Food announcement
Wyrd Con is going to try and make food available to its attendees this year. This year in particular I’m doing this as an experiment and if it goes well we’ll offer it in subsequent years.
We have several things planned. On Friday coffee will be made available to keep everyone awake as they require. On Saturday we’ll have a breakfast buffet available to attendees for just $5 a person. Of that the convention is subsidizing much of the food cost, so it’s a huge savings. Coffee and juice should be available throughout the day. Then for dinner we aim to offer full pizza to the attendees for just $5. It’s all in limited quantities, so buying food tickets when you pre-register will save you time.

Finally at moments in between events we’ll have popcorn and soft pretzels available for attendees to snack on between events. The main point is, during the main parts of the convention, no one will go hungry. I’m still debating the popcorn idea, it’s possible we’ll have more drinks instead of this, we’ll likely debate it next staff meeting.
Coming up with the exact amount of food, and schedule has been a huge challenge. How many people are coming? Who will actually eat the food? Will we have enough? These questions are always on our minds.

With Lisa’s help we have a basic list of what food and how much to get, the challenge is when to offer it.
After some deliberation I build a page informing attendees about the food options at Two Wyrd and place it online. This also includes building a pseudo schedule of when attendees can expect things will be available. All food will be first come, first served.
The image below shows a few snapshots from the hotels food menu as examples of what we looked at and considered.

Event Changes
Occasionaly we receive a note from a Designer requesting a change to their information, or even a cancellation. Reviewing and going through these is a tandem effort with other staffers and I usually end up deferring to the wisdom of others regarding scheduling.
However since I’m on my own today I need to make a few minor scheduling changes, entering the registration system to adjust one event by an hour.
The online registration system is rather convient for this, but it’s independent from our website. So it has to be changed in two places.
I hope to integrate this in the future, but for the moment it just requires a quick tweak and we’re done for now.

That’s it for now!
I hope you enjoyed this quick little journey. Everything here took about 4 hours to accomplish today. I know if doesn’t seem like such a long time, but each tweak and adjustment takes some thought. The next stop for me is lunch, then a good book!

For the moments.

Nightscapes Logo

Written by Ira Ham
Night Scapes Script Available for reference.

The first time I participated in anything interactive I had no idea what to expect. I was closer to thinking that the whole thing was more of a joke than anything I would really be interested in. I did not understand how people could play a role different than themselves, or invest time in to being someone other than who they are.

However with enough prodding from my best friend I was convinced to give ‘her silly hobby’ a try. Less than ten minutes in to the event I recall screaming like a little girl and running back out of the game site, scared out of my wits from a giant seven foot tall spider. “It just came right for my face! It appeared out in front of me with no warning! Where did that hide that?!”, and similar were shakily echoed by me. Once I calmed down I paused and wondered why something which I knew was fake caused such an intense reaction in me. I knew the spider was no threat; as a matter of fact I was internally mocking the entire event in my head just before I was running.

But I did run, and that gave me pause, perhaps there was something to this. But it’s a hard feeling to describe. Many people do not appreciate the concept of interactive theater (call them ARGs, LUGs, LARP, or something else). Many people do not understand what you are doing, but the moment they try it, they too realize that something intangible exists that makes it alluring.For me it is that intangible feeling that pulled me in.

This emotional trigger that pulls on the heart and mind to become invested in something more than we can see. I know I’m playing a different person, that I’m ‘roleplaying’ but I do it because the experience itself creates emotions and experiences I could not have had otherwise. For me these experiences are very different than table top role play, the moment of surprise and the challenges are more focused on rules and structure there. Where in an interactive environment with its own rules & structure, things become more involved. In many moments common instincts such as ‘fight or flight’ or effected. In fact one common strategy employed to get people from being out of character to in character is have something attack them. From my experience this can instantly trigger enough emotion to push them in to the moment, and in to their persona. Emotions and reactions can change your world.

My curiosity of how the emotions and reactions are triggered pushed me from being just a participant, to becoming a designer. I wanted to do something specific, to test my own limits but also learn more about how to change and enhance the world the participants live in. Ignoring the advice of my betters my first event, Nightscapes, was a very adventurous four day weekend, with an overly complex script with a level of depth and detail no novice game designer should dare do. In fact it was not just one event script, but three distinct events over a four day period. After a year’s worth of work I was ready to produce the event. I was fortunate that I had so many friends willing to help me succeed.

During the event itself I started to realize the participants had a different level of experiences. With the participants their instincts and skills were tested, every moment driving the world of their characters and even themselves even further than before. I very quickly learned that those same concepts are tested for the designer, but in a different way. Those in attendance at my first eventwill tell you how I quickly went from running around and ‘doing everything’ to leading, and gaining the support of the staff there to assist. I realized the instincts required to judge how the players were doing, and how to support them to ensure the maximum level of enjoyment. But most importantly I realized, at least on a basic level, how to instill the moments that can make a game great for a person.

And how that moment is achieved varies from person to person. But it can come, and when it does your view changes, a new world opens, and a new way to interact and touch and possibly even BE becomes possible.
And that’s why I became a designer, for the moments.

Pictures are taken from the final event of three, during the Nightscapes weekend.

For the curious, click here for the script.

How to role-play an intimidating character (when you are basically a cool person) by John Miewald

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The Weekend Overlord

A common roleplaying fantasy is that of playing a character more powerful than your self. In a roleplaying game, you can be a king or a queen, a warlord or a tyrant, a vampire or a lich. In real life you may be far less imposing but for a few hours on the weekend you can rule the galaxy.

In movies and television, characters of this sort silently walk into a room and everyone stops what they are doing and is properly impressed. In real life, not so much. You can make a perfectly dramatic entrance and no one so much as flinches.

This article is about how to seem intimidating when you are not intimidating. I am not addressing basic rules of civility. However, it should be noted that no matter how important your character may be in a fantasy world, you are not more important as a person than any other person. As always, be courteous to others (even when you are ordering their executions).

It should also be noted that not every kind of “powerful” character behaves the same way. When I say “powerful” I am talking about authority figures and particularly the strong silent types. The more you say, the more opportunity you have to express your character. The unique problem of the powerful but silent authority is that they must express their characters primarily through non-verbal cues.

So you want to play the powerful overlord and you want other players to take you seriously? OK, let’s see what that entails:

Costume. First the obvious. Have a great costume. Even the meekest person can be scary with a great costume. I am not going to go on about this because better people than me can tell you how to build a great costume.

I will offer this simple suggestion from personal experience – pay attention to your shoes. In my humble opinion, it is the shoes that make or break a great costume. There is nothing worse than a vampire dressed in all black and bright white sneakers. I have seen players who get away with a plain t-shirt and jeans with a great pair of nice boots and they comfortably fit into most sci-fi / steampunk / vampire situations. If you can only afford one thing for your costume make it the shoes.

However, maybe you don’t have the time, money or talent to put together a costume. What can you do to pull off your powerful character that doesn’t cost any money?

Eye Contact. You want to look people steadily in the eye. You can blink. You don’t have to stare like a mannequin but if for just a moment you look away it is a sign of weakness. If you do not have an unwavering gaze, you might consider some kind of eyewear. This is why so many cool characters wear sunglasses or face masks that cover their eyes. Since we cannot see their eyes we assume they have unwavering gazes.

Few people look a person directly in both eyes simultaneously. Usually you pick an eye. Some behaviorial experts say that looking a person in the left eye is more powerful than looking them in the right eye. I don’t know if this is true but if you need to pick an eye, go with the left. Another trick if eye contact is tough for you is to focus on a part of the person’s face near his or her eye, like the bridge of the nose or the eyebrows. This is close enough to suggest eye contact.

Henchmen. People learn how to react to situations by watching others. If you have a cowering henchman who bows to you and calls you, “Master” other people may follow suit. They will at least have a clue how to roleplay with your character. A lot of times, the reason other players do not treat your overlord with respect is because they don’t know how to roleplay. Give them an example.

Getting one of your friends to play a henchman can be a hard sell the first time. Why does he have to be the henchman and you get to be the Master? You could make an agreement to switch off – one game he is the Master and the next you are. This can be a real learning experience. You can get tips on how to play your own intimidating character from watching your friend and it is sometimes a lot more fun to roleplay the snivelling servant than the master. Henchmen have more personality and more fun. The Master just looks menacing.

Walk in a Straight Line. Watch people in a crowd and you will start to notice how few of them walk from one place to another in a straight line. A lot of people tend to weave in and out of crowds, side step, turn back, so on. Think of how Darth Vader would walk from one end of his star destroyer to the other. He would not weave through the various Imperial officers. He would walk straight and expect others to get out of his way. If Captain Neda was standing in the path, he would stop and wait for him to move – probably while giving a menacing gaze.

Please note, I am not saying that you should shoulder your way through a crowd. (Again, practice basic civility.) You should also note that this manner of walking takes a long time to get any where. Menacing characters are rarely in a rush.

Stop Fidgeting. This is obvious but many roleplayers do not think about it. Find something to do with your hands. Darth Vader likes to stand with his hands on his belt. Mr Burns of the Simpsons likes to arch his fingers and mutter, “excellent.” Blofield likes to pet a cat while he explains his master plans to James Bond. They all have business to occupy their hands. If you cannot think of anything to do with your hands then just let them hang at your sides. This is vastly better than scratching your head or picking at hang nails.

Be Unreactive. Hannibal Lecter rarely changes his expression. One of the reasons that Jason Vorhees and Darth Vader are so scary is because they do not show their emotions. Very few overlords squeel with joy or get into shouting matches. An overlord may shout, “Enough!” when he or she has had enough but will not get into a cat fight. And, despite what you may have seen in Revenge of the Sith, a galactic warlord would never ever yell, “nooooo!”

Again, by no means do these tips apply to every intimidating character. You need to define your alter-ego yourself. Every player’s unique vision and characterization is what makes LARPing such a great experience. I offer these suggestions only to spark the creative process. If you think I am mistaken or you have further suggestions, please comment below.