Dreamation 1998
Josh and I got to Dreamation with precisely an hour to spare before the first Everway game we wanted to make. This necessitated us making characters for The Nexus, sort of an uberlarp. It's optional to play, but not optional to have characters for it, which is very annoying when you want to make a game at a particular time. As Josh pointed out, the convention should hand out generic characters to be fine tuned later.
Still, we did make the game, and I saw enough of the Dealer's Room to know which items in the $2 bin I'd pick up - Voodoo for Chill, by Nigel Findley, and Whispering Vault. Alas, there was only one game dealer.
I doubt an entire write up of the convention will fit into this zine, so for now, I'll just write up the two Everway games, both run by Bob Dushay.
Bob takes something of a risk by running his games the way Everway is intended to be run. That is, everyone creates their own characters. This is a lot of fun, but it does mean that the adventure starts an hour into the session, which can mean that we run over. So far, for me at least, this has not been a problem. It also means that you have a group of people trying to push for their characters' backhistory to be important, which it can't usually by if one is running a particular adventure. Bob did comment when he ran part one that it was tempting to drop the adventure and see what we did on our own. He didn't, and as far as I know, his players have never deliberately ignored the adventure. I include the above analysis primarily as a caveat for aspiring Everway gms -- be aware of what you're getting into.