
There were 9 Players originally
generated at AmberCon 7 (1996); a 10th joined in at AmberCon 8 (1997). It was
noted as unusual to have a 100% player return rate, and virtually unheard of to
have 110%. As Game Moderator I was, and am, flattered and terrified. Since a
flattered GM is wonderful and a terrified GM is horrible, it balanced out.
AmberCons 9 (1998) and 10 (1999) saw the amazing trend continue with 100% turn
out every year.
At the end of the 1997 meeting
some of the players asked if I would be opening up the campaign to more
players. I presented it to the group as a whole and they said "NO!"
It's just as well. Every year I worry that I've shorted someone for play time
and more players means less individual playtime.
I feel I should mention at this
point that "playtime" in this campaigne is also somewhat unusal for a
convention environment. When there were 3 game slots on Saturdys, we would
start at the 2pm slot time and end somewhere between 2am to 5:30am Sunday
morning. Let me remind you I am running this game solo (with minimal food
breaks). With A'Con 10's introduction of a 2 slot Saturday, we were able to
start at the much more leasurly 4pm (we ended at 4:30am).
Please don't missunderstand, I am
NOT complaining. These Players are great and I can't imagine not playing as
much as possible with them. They are so great that they actually successfuly
got me awarded a Game Master Laureate (Ambercon 10, 1999). As if that wasn't
enough they also awarded me a GM Extraordinary certificate (signed by all 10 of
them. Ambercon 10, 1999). Of course I suspect that they had to give me these
things, since Don Anderson (GML), Randy Cox (GML) and Scott Piippo (GML) [if I
left a GML out, let me know] are all
players "In the Dark" and they might take over if I didn't at least
match there rank.
George Gitari GML
All
orginal materials (unless otherwise notrd)are copyrited © by Rachel Holmberg
and George Gitari 1997, 1998, 1999.