The games rooms were a joke. I checked them out on Thursday after passing on drinking the evening away in the Moat House foyer. Rockall ("for noisy games like Werewolf") and Malin ("for the more serious boardgames") were pokey wee meeting rooms barely fit for 2 comfortable gaming tables each, let alone for the numerous members at other games programme items. So I didn't get any gaming in at Interaction then.
Thursday afternoon though, I had had the chance to listen to 'Roleplaying Game Design Theory', David Cake's comprhensive whistle-stop tour of Ron Edwards' GNS model of rpg theory as propounded here: The Forge. Was Cake aware of the irony under which his exposition laboured I wonder? I mean, he had perhaps as many as 100 gamers in a decent lecture hall several times the size of the space alloted to actually playing games, and it looked like we weren't even going to get a Q&A? It speaks volumes for the intrinsic interest of the GNS model that interjections remained always polite, and Cake's account was rounded-off in good order.
The GNS model is a
- Interaction action #2: The theory and practice of good gaming...?
- Interaction action #3: Elsewhere in the convention guide
- Interaction action #4: Schmooze and small adventures