KORG's Philosophy

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KORG's Gaming Philosophy

Okay, "philosophy" might be a bit of an overstatement. But we do have some goals for what we want to accomplish when we run events, and some principles we are guided by. Goal number one of KORG events is this: we want the players to have fun. We recognize that not everyone will like a particular event - if we write a hack and slash AD&D event people who aren't into that sort of thing may not care for it. But as much as possible we try to come up with events that will be entertaining to the people that choose to play in them. This means we have to write good descriptions, so that Gen Con attendees know what we're offering. More importantly, though, it means taking time to think about what makes a good event and, just as important, what makes a bad event.

The second goal of KORG is to have fun creating and running the events themselves. Make no mistake, there's a lot of work involved in running a Gen Con event. We spend literally dozens of minutes whipping up stuff the week before Gen Con. Seriously, though, a lot of hours are spent in writing, play testing, and preparing a KORG event - if we're going to do all that work, we want to make sure there's plenty of fun attached as well. And believe me, there is. The feeling of satisfaction we get at the end of an event when the players say "Wow, that was great!" is amazing. You know you've succeeded when players stick around after the event is over, asking questions and chatting about details of the adventure. And of course running the event itself is loads of fun. We are constantly amazed at the great ideas players come up with to deal with problems we throw at them, and how they can put a new spin on something we thought we'd gone over from every angle. The interaction between player and GM is something we all enjoy, whether at home playing our own games or in Milwaukee with a bunch of folks we've never met.

A third goal of KORG is to give back a little bit. We play in plenty of events ourselves - probably more than we GM. If everyone played all the time, however, and no one went to the trouble to be a GM, we'd have nothing to do at gaming conventions. Originally we started running team tournaments because we love playing in them and there just weren't very many. Our thinking was put up or shut up - if you want to play in team tournaments run one, so that other people might follow your lead. I have no idea if that's worked, but at a minimum we've added one more chance for team tournament play in the years we run them.

Another thing we try to do with our events is come up with things that are new and different. If you go back over our past events you'll notice a pattern - we try to come up with scenarios that haven't been done very often, if at all. We've had a party of merfolk, a live action scavenger hunt (using actual prop gold pieces), a party of undead, and adventure in the prehistoric past. While I'm sure none of those are 100% unique, they aren't your standard "Save the world/rescue the princess" types of adventures. Whenever possible we try to shake things up a bit so players are faced with situations they haven't been in before.

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