A game needs to ask questions. For example, Dogs in the Vineyard asks some powerful questions about faith and judgment and mercy. But a game also needs to provide answers to some questions, a very mundane and specific bunch.

The questions are these:

  1. What do I do first?
  2. What do I do now?
  3. When do I stop?

Let me take each one in turn.

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Metatopia was great. That’s the short of it. It was a relatively small con, but full of good smart people. I played two games, besides my own playtests, but went to a lot of panels and talks and spent a lot of time hanging out at the bar discussing game design. It was just what I was looking for.

Rob said it well. So I don’t have much to add about the con per se, but I do want to talk a bit about what the con did for Et in Arcadia Ego.

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