I had a great time all around. The after party was lovely, and for the first time for as long as I can remember I interacted with drunk people while sober - not as bad as I thought it might be. It's nice that I'm at the point where I'm still meeting lots of new people, but there are plenty of people that I am comfortable and familiar with.
The pick of the con, really. Everybody's talking about it, and with good reason. Dread is a fantastic system, and used to great effect in this game. Great atmosphere, deft storytelling, I never felt railroaded and always felt like I had something to do, even when I was split from the rest of the party. Great work, Scott.
We decided we had to play the Werewolf tabletop at night, although in hindsight it wasn't really a horror game (I'm not sure Werewolf ever really is). It was a sessional game that had an ongoing campaign feel to it. It was a good mix of characters, with a real sense of this is another adventure in a long line. Of course, that feeling changed somewhat by the end of the game - and I thought the ending was the prefect, dramatic, reminder that it was a single-session only game.
As drwally said, this game was kind of a lead-the-players-by-the-nose affair. I felt like my character didn't have a whole lot to do, but in hindsight that was the case for everyone, really. However, it was a cracking good story, and thoroughly entertaining despite these failings. I really liked the setting (Transhuman Space, I think it was called) which is one that deals with inter-planetary travel, rather than inter-stellar. I really loved the realism of this kind of space travel, which prompted discussions about the speed-limiting effects of inertia and the maximum distance at which meaningful communication can be sustained between your ship and the planet you are approaching.
The A-Team: All About the Jazz
One-dimensional characters, a cliched plot and mindless action. Yes, that's right, this game was an episode of The A-Team. We had an alligator mortar, criminals drowning in coffee beans and me (Face) getting a hot chick's phone number while stealing a plane from her. Yep, this game was fun. Of course, I had the A-Team theme song stuck in my head for the rest of the long weekend. D'oh, there it goes again. Dum da dum dum, dum dum dum, dee dee dum da dum dum, dum da da dum dum.
Days of Wine and Roses
This was another game that everyone was talking about after the con. A very well crafted freeform, in which everyone, as far as I could tell, had clear motivations and something to do. The way I see it, the mark of a good freeform is how well written the minor characters are. Anyone can come up with a group of central characters to carry the main plot, but if you fill out your freeform with supporting characters that have nothing to do, you are going to have a lot of annoyed gamers. This game did a wonderful job of giving every minor character their own little schemes and motivations, and the major plot was engaging and interesting even to those powerless to affect it.
D&D meets anime. I had heaps of fun being the goody two-shoes of a party that included a drug dealer, a necrophiliac and a bloodthirsty warrior woman. There were lesbian overtones, lots of monsters and a promise that we were ineligible for any awards due to our horrendous punning. A great way to spend the last session of the con.