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Thursday, May 23, 2019
Interview With Dale Gifford (SaltCon)
SaltCon has become a regular event for many gamers and game developers, not only along the Wasatch Front, or even the Rocky Mountain area. People are traveling to SaltCon from across the United States and from other countries. They are coming because of the work that has been put into SaltCon, making it one of the top 10 tabletop gaming conventions in the country.The work the founding members of SaltCon have done since it began in 2008 shows their dedication and love for what they are doing, not only as convention owners, but as enthusiasts for the hobby as players and developers.
Dale Gifford is one of the founding members of SaltCon and I was able to discuss with him the journey SaltCon has taken.
Guild Master Gaming (GMG): What sparked the concept of SaltCon and what was the driving force that got it started?
Dale Gifford (DG): It was in a BGDG (Board Game Designers' Guild) meeting that someone mentioned that the local game day, A Gathering of Strangers (AGoS), was not going to happen. People did not like that idea and so Steve Poelzing said he would run it instead and asked who wanted to help. David Bailey, Phil Kilcrease and myself offered to help. After running the event we decided that we liked the experience and wanted to do it again. The owner of A Gathering of Strangers didn't want to sell so we decided to create our own event and offset from AGoS by about 6 months. The four of us sat in a restaurant late one night and came up with a name, the ion award etc... Thus SaltCON was born.
![]() |
| 2015 |
GMG: When you first started SaltCon what was your vision of where you wanted to take your event?
DG: We just wanted to run an event so that people could play games. The AGoS was the only event back then. After a few years we decided that we wanted to be a destination convention that people from all across the country would attend.
GMG: Over the 11 years what was one of your biggest achievements with SaltCon?
DG: Not quitting. It is a huge amount of work and always stressful. In 2014 we could not find a venue and we almost canceled the show. Another event cancelled and a spot opened at the Davis Conference Center and we have been there ever since.
GMG: Have there been any "left turns" that occurred for better or worse that you didn't have planned for?
DG: In 2013 we had two of the four owners move out of state and then we only had two of us left to run everything. At that time the owners were Steven Poelzing, Dave Bailey, Sean MacDonald and myself. We had bought out Phil Kilcrease the year before so that he could focus on his 5th Street Games production company. Sean and I were the only two left standing. It was good and bad. We found Dan Naylor wanted to do more that year and so he became more involved, but the other people who had expressed interest all fell through. Other than that we have not had any huge issues. We try different things and some work and some do not, but it doesn't really affect much.
GMG: Is there something you would like to add to the convention? If so, what?
DG: At this point in time there is nothing I am looking to add or want to add. We are out of space. Now I am looking to see if anything isn't working well and if we should cut it.
GMG: What plans can you share about the future of SaltCon?
DG: We have no plans except to keep things going. We are essentially at our max attendance for the venue, so will shop out all the other venues to see if any make sense. We have added two events and if things go well, we may look at adding another event.
I would like to thank Dale for granting this interview. I would also like to thank him and the rest of the staff and volunteers that make SaltCon a convention I keep going to.
![]() |
| 2018 |
There is a lot going on at SaltCon every year. Now with the additional events taking place, gamers and developers have more time to get together. SaltCon's web page (link) has information about upcoming events and information about how to enter a game to the Ion Awards (direct link to the Ion Awards page).
You can read the review of events I have done about SaltCon, which also show how the convention has gone over the years.
SaltCon 2019 Post Convention Recovery (link)
SaltCon: Tabletop Gaming Convention, 10 Years and Growing (link)
SaltCon 2017, Tabletop Gaming—High Action in a Chair at a Table (link)
SaltCon, Looking Back on Three Days of Gaming (link)
Upcoming SaltCon 2015 (link)
SaltCon 2013, Looking Back at a Gamer's Weekend (link)
Summary of 2012 (link)
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.
Top 12 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money
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GaryCon 2019 (Part 1)
What a weekend!
Yes, I got back from GaryCon in one piece. Was there all Thursday and Friday, but had to leave about 1pm on Saturday, after my last game.
There's almost too much to say, so I'm going to keep this kind of brief and condense it all into one blog post. Wish me luck! [edit: Nope, just couldn't do it. This is going to be in two parts. First, Cha'alt, and then Alpha Blue.]
Session 4
The final session of Cha'alt concerned exploring and looting the frozen insides of the gargantuan purple demon-worm Kra'adumek. My family and I pre-rolled nearly 100 ability scores (strength, dexterity, etc.), all 3d6 in order, ahead of time. That's going to come in real handy in the years to come... and will appear in Cha'alt.
As that game was "D&D 5e," there were numerous expectations. When I told everyone that I wanted to keep it standard races, only one racial ability per character, just the main 4 classes, and you roll a % and what your ability scores turn out to be is what they are, save vs. death... well, some jaws dropped.
The players were more than a little dismayed (one player's suggestion of pre-gens was solid and I probably should have done that, but also wanted to use my d100 ability score table), but kept their composure (no table flipping), which I appreciated. After all, if a PC died, he could simply roll up a new one and keep going. With this method, it wouldn't have taken more than 5 minutes to come up with a whole new character.
We played it old school - distance, movement, and perception checks were all but hand-waved. And sure enough, just as I told them, once the adventure got underway, how strong or wise their characters were didn't matter as much as thinking things through, tactics, diplomacy, knowing when to step on the gas and when to break, and, of course, luck.
I didn't open any D&D books the entire game... in fact, I neglected to bring any D&D books to the convention - aside from my own scenarios and guidebooks. To me, that's a sign of a qualified old school GM who's comfortable with his rulings.
This being a con game, they came up with an overarching desire (kill the demon-worm), and I presented them with a way to achieve that... the unexploded photon torpedo.
Several party members almost died, but no one actually bit the big one. Some nice treasure was had, NPCs interacted with, weirdness encountered, and juicy combat to get the blood pumping... as well as spilling out all over the demon-worm floor.
By the game's end, everyone thanked me for the experience. I appreciated their indulgence of my old school ways, and a few of them said they were glad that I stuck to my guns. Overall, I think everyone had been temporarily transported to another world. That kind of immersion is all the thanks I'll ever need.
Session 2
The second session of GaryCon was Beneath Kra'adumek. Since I designated that particular game Swords & Wizardry, the occasional shitty ability scores didn't raise an eyebrow. This crowd was primed for vintage D&D escapades.
While I unfortunately forgot to bring my copy of How To Game Master like a Fucking Boss to session 4, I had it with me during session 2. So, each player rolled % to see what past experience they had.
The wildest result was a gnome (complete with ridiculous hat) trying to get the PC and others to invest in some financial scheme, offering a transparent cube as some sort of proof-of-concept.
That could have just been a throw-away idea forgotten as soon as it was said, but no. The player who rolled that proudly talked about his cube and attempted to seek investors in his uncanny enterprise. After swapping realities with a nearly identical party, that player decided his cube was now a sphere... and the roleplaying began anew. By the session's end, his business' tagline was "It never ends." Appropriate. ;)
As has usually been the case, the PCs decided to convince several of the purple priests to join a new faction - one instituted by the PCs themselves. After killing the Ipsissimus and mid-wife-ing a newly hatched demon-worm spawn, it wasn't too difficult to persuade some drugged-out cultists to worship Kra'adumek in an entirely new way.
They played around with the fissure in time and space, experimented with mutated xoth, ate 67 omelets, and foiled the priest's plans to sacrifice a trio of virgins.
Due to the freewheeling nature of this dungeon, the loose rules of early D&D, and player personalities, a lot of jokes were told and the table erupted in laughter about a dozen times in those 3 hours of weird retro-escapism.
There was even a woman among the players, so of course I had to make my own saving throw to avoid chanting, "Old enough to bleed; old enough to play a human barbarian!" Thankfully, I just made it when the die ricocheted off my slimy green tentacle, and old school grognards were saved having to excuse my toxic masculine diversions.
Some great and/or hilarious quotes from that session...
- The New God's name is "wormy"... it's a work in progress.
- "He who slithers through our minds. Praise be!"
- Purple priest playboy mag stuck behind the library books.
- "Spicy sriracha worms."
- "May the violet be with you... always."
- "GnomeSphere... it never ends [TM]."
- "Obey the slither!"
All in all, both groups were fantastic! I had a blast GMing for everyone, and I hope the memories of Cha'alt will live long and prosper in our collective imaginations.
Ok, part 2 should come tomorrow.
VS
p.s. I managed to move all 4 sessions to a less noisy, less distracting area of the hotel so we could all enjoy the game without shouting, wondering if we actually heard the other person correctly, or daydreaming about the guy at the next table dressed as Gandalf being bludgeoned into unconsciousness with his own Dwarven Forge terrain.
Movie Reviews: Mission Impossible: Fallout, Ant-Man And The Wasp, Jurassic World: Fallen Kingdom, The Incredibles 2, Breathe, Midnight Sun
See all of my movie reviews.
Mission Impossible: Fallout - A very good, but not great, entry in this franchise.
MI's plots are generally unimportant: a bunch of people want to kill a bunch of people, MI agents are the only ones who can stop them, but there are traitors in the CIA who are secretly working against them together with the bad guys. Lots of tropes: cool gadgets, deceptively getting suspects to talk, impersonating bad guys using fake masks, plans gone awry, Tom Cruise dangling off of something high, and last second triumphs.
This movie has a few things going for it that its competition franchises (MCU, DCU, James Bond, Fast and Furious, Transformers, Jurassic Park) don't. One is Tom Cruise, who is a great actor and action hero ONLY when he isn't carrying the entire movie. MI has a nice cast of characters that provide relief from endless shots of Tom running, dangling, and jumping. Another is that they manage to keep coming up with tense situations and action sequences that are at least plausible and thus captivating. And that Tom does his own stunts and the CGI is minimal, which makes the action sequences more engaging and less like watching cool effects on a computer. Tom doing things while skydiving is really Tom Cruise skydiving, which is pretty cool. Mostly, it's that they take some time to give Tom, at least, some real personality, so that he makes different choices based on conflicting targets of loyalty.
The last one is important, and while MI:F includes this, it doesn't include it nearly enough. They keep trying to muscle in more action sequences and less character time. This may make Marvel fans happy but only makes the movie less engaging and more exhausting. The movie too often jumped from action sequence to action sequence without a breath, which left me just a bit numb. I'm sure there are people who like this; who would complain, in fact, if there were more character sequences. So it's just my opinion. These people also tend to overlook little problems, like how certain people deceive other people when these deceivers are under careful, continuous observation, how certain people could possibly know to be in certain places at certain times to meet certain other people when these other people are doing things purely randomly, and and how certain people would surely have to go through a number of checks before getting to where they got to. I guess I am not supposed to notice those things.
Anyway, I enjoyed it. Not as much as 1 or 4, but more then 5 (I didn't see 2 or 3).
Ant-Man and the Wasp - Marvel, yippee. I never actually made it through Ant-Man because it was formulaic and boring. Perhaps the only thing going for it was that at least the fate of the universe wasn't at stake, which was a nice change.
I'm kind of at a loss as to why I found this one more enjoyable. Not exactly a good movie, but better. The ending was poorly executed, and really the science doesn't make any sense. I'm happy that the fate of the world isn't at stake - just one woman. And I'm happy that the main "bad guy" is someone who has a compelling motivation and who isn't bad at all, just trying to survive.
I guess dispensing with a lot of the back-story helped, as did allowing us to see all of the many ways that shrinking/expanding can be used in a fight. Its lack of ambition made it feel less pretentious and thus easier to accept. It felt like a pretty good television episode. So it was okay.
Jurassic World: Fallen Kingdom - The first one (Jurassic Park) was a classic; the last one (Jurassic World) was okay, but the characters were so flat as to make it feel like a Marvel movie. This one is about the same as the last one, but the plot is dumber and even less original. They need to either let the dinosaurs die or rescue them to some other island, and by the way, someone wants to steal some of the dinosaurs and by the way, someone wants to sell them as military weapons (somehow). It sounds familiar because it is.
Same kinds of bad guys doing the same kinds of bad things; yadda yadda. The characters from the last movie are a little different, but just as flat. It's hard to care.
The Incredibles 2 - The first was a great movie, marrying Disney with superheroes with some actual adult themes that didn't talk down to kids. This one is even more so. It starts exactly where the last one left off, only they have to deal with the consequences of the damage caused to the city after they stop the first bad guy (exactly like Captain America: Civil War). In order to solve their PR problem, they decide that Elastigirl (rather than the less PR-worthy Mr Incredible) be sent out to do some careful superhero work, which leaves Mr Incredible alone at home with the kids and their new baby of wildly unknown superpowers.
Cue a little male resentment and a touch of 1950s role reversal comedy, but really not too much. Elastigirl really is a superhero as well as a mom, and she does it well, and Mr Incredible proves that every stay-at-home parent is a superhero in his or her own way. Of course, eventually everything has to come to a head.
The plot is good and thought-provoking, but still full of humor and great action. Of course, it's beautifully rendered and well voiced. A worthy sequel to the original.
Breathe - The true story of a British flyboy who becomes paralyzed by polio while in Kenya in the 1950s. He is ready to die, but his wife won't let him and he goes on to travel home, leave the hospital (which never happened back then) and eventually design the first wheelchair with a respirator. His work (and his good friend the engineer) went on to improve the life of thousands of people in similar condition.
It's wrapped up in beautiful scenery and costuming and a true-life love story. It was interesting to watch, although I guess they glossed over some of the less palatable parts of taking care of a paralyzed person. Meanwhile, some parts of the movie went on longer than they should have, such as the entire last half hour where he decides he has finally lived long enough; these parts could have been shorter. I loved and was even surprised by, the scenes in Spain.
Worth watching, although I wouldn't go out of my way to see it.
Midnight Sun - This is a pretty terrible movie from nearly every perspective. It is about a girl with xeroderma pigmentosum.
In real life, this is a non-curable condition whose sufferers tend to sunburn or blister after small exposures to sunlight and who are therefore extremely vulnerable to skin cancer. People with this condition are visibly distinguishable as such, having typically found out about their condition the hard way. They may have special glass in their house windows, but they can go out in daylight with a lot of clothing and extra caution.
In movie life, the girl has movie-perfect skin and never goes outside during daylight. Furthermore, the moment she is exposed to a few seconds of sunlight she develops a brain condition that begins causing her death.
If that wasn't enough of a problem, just let the anemic characters and the predictable, manipulative, and poorly scripted and acted plot do the rest. And, of course, she is going to "hide" her condition from the first (and last) boy she goes out with, because we never get enough of that kind of thing from sitcoms.
Mission Impossible: Fallout - A very good, but not great, entry in this franchise.
MI's plots are generally unimportant: a bunch of people want to kill a bunch of people, MI agents are the only ones who can stop them, but there are traitors in the CIA who are secretly working against them together with the bad guys. Lots of tropes: cool gadgets, deceptively getting suspects to talk, impersonating bad guys using fake masks, plans gone awry, Tom Cruise dangling off of something high, and last second triumphs.
This movie has a few things going for it that its competition franchises (MCU, DCU, James Bond, Fast and Furious, Transformers, Jurassic Park) don't. One is Tom Cruise, who is a great actor and action hero ONLY when he isn't carrying the entire movie. MI has a nice cast of characters that provide relief from endless shots of Tom running, dangling, and jumping. Another is that they manage to keep coming up with tense situations and action sequences that are at least plausible and thus captivating. And that Tom does his own stunts and the CGI is minimal, which makes the action sequences more engaging and less like watching cool effects on a computer. Tom doing things while skydiving is really Tom Cruise skydiving, which is pretty cool. Mostly, it's that they take some time to give Tom, at least, some real personality, so that he makes different choices based on conflicting targets of loyalty.
The last one is important, and while MI:F includes this, it doesn't include it nearly enough. They keep trying to muscle in more action sequences and less character time. This may make Marvel fans happy but only makes the movie less engaging and more exhausting. The movie too often jumped from action sequence to action sequence without a breath, which left me just a bit numb. I'm sure there are people who like this; who would complain, in fact, if there were more character sequences. So it's just my opinion. These people also tend to overlook little problems, like how certain people deceive other people when these deceivers are under careful, continuous observation, how certain people could possibly know to be in certain places at certain times to meet certain other people when these other people are doing things purely randomly, and and how certain people would surely have to go through a number of checks before getting to where they got to. I guess I am not supposed to notice those things.
Anyway, I enjoyed it. Not as much as 1 or 4, but more then 5 (I didn't see 2 or 3).
Ant-Man and the Wasp - Marvel, yippee. I never actually made it through Ant-Man because it was formulaic and boring. Perhaps the only thing going for it was that at least the fate of the universe wasn't at stake, which was a nice change.
I'm kind of at a loss as to why I found this one more enjoyable. Not exactly a good movie, but better. The ending was poorly executed, and really the science doesn't make any sense. I'm happy that the fate of the world isn't at stake - just one woman. And I'm happy that the main "bad guy" is someone who has a compelling motivation and who isn't bad at all, just trying to survive.
I guess dispensing with a lot of the back-story helped, as did allowing us to see all of the many ways that shrinking/expanding can be used in a fight. Its lack of ambition made it feel less pretentious and thus easier to accept. It felt like a pretty good television episode. So it was okay.
Jurassic World: Fallen Kingdom - The first one (Jurassic Park) was a classic; the last one (Jurassic World) was okay, but the characters were so flat as to make it feel like a Marvel movie. This one is about the same as the last one, but the plot is dumber and even less original. They need to either let the dinosaurs die or rescue them to some other island, and by the way, someone wants to steal some of the dinosaurs and by the way, someone wants to sell them as military weapons (somehow). It sounds familiar because it is.
Same kinds of bad guys doing the same kinds of bad things; yadda yadda. The characters from the last movie are a little different, but just as flat. It's hard to care.
The Incredibles 2 - The first was a great movie, marrying Disney with superheroes with some actual adult themes that didn't talk down to kids. This one is even more so. It starts exactly where the last one left off, only they have to deal with the consequences of the damage caused to the city after they stop the first bad guy (exactly like Captain America: Civil War). In order to solve their PR problem, they decide that Elastigirl (rather than the less PR-worthy Mr Incredible) be sent out to do some careful superhero work, which leaves Mr Incredible alone at home with the kids and their new baby of wildly unknown superpowers.
Cue a little male resentment and a touch of 1950s role reversal comedy, but really not too much. Elastigirl really is a superhero as well as a mom, and she does it well, and Mr Incredible proves that every stay-at-home parent is a superhero in his or her own way. Of course, eventually everything has to come to a head.
The plot is good and thought-provoking, but still full of humor and great action. Of course, it's beautifully rendered and well voiced. A worthy sequel to the original.
Breathe - The true story of a British flyboy who becomes paralyzed by polio while in Kenya in the 1950s. He is ready to die, but his wife won't let him and he goes on to travel home, leave the hospital (which never happened back then) and eventually design the first wheelchair with a respirator. His work (and his good friend the engineer) went on to improve the life of thousands of people in similar condition.
It's wrapped up in beautiful scenery and costuming and a true-life love story. It was interesting to watch, although I guess they glossed over some of the less palatable parts of taking care of a paralyzed person. Meanwhile, some parts of the movie went on longer than they should have, such as the entire last half hour where he decides he has finally lived long enough; these parts could have been shorter. I loved and was even surprised by, the scenes in Spain.
Worth watching, although I wouldn't go out of my way to see it.
Midnight Sun - This is a pretty terrible movie from nearly every perspective. It is about a girl with xeroderma pigmentosum.
In real life, this is a non-curable condition whose sufferers tend to sunburn or blister after small exposures to sunlight and who are therefore extremely vulnerable to skin cancer. People with this condition are visibly distinguishable as such, having typically found out about their condition the hard way. They may have special glass in their house windows, but they can go out in daylight with a lot of clothing and extra caution.
In movie life, the girl has movie-perfect skin and never goes outside during daylight. Furthermore, the moment she is exposed to a few seconds of sunlight she develops a brain condition that begins causing her death.
If that wasn't enough of a problem, just let the anemic characters and the predictable, manipulative, and poorly scripted and acted plot do the rest. And, of course, she is going to "hide" her condition from the first (and last) boy she goes out with, because we never get enough of that kind of thing from sitcoms.
STAR TREK: DEEP SPACE 9 - HARBINGER
Out of all of the Star Trek spin-offs, Deep Space 9 is arguably one of the best though it is somewhat underrepresented in video-game form. In 1995, the Federation space station located on the far side of the Milky Way came to PCs in a hybrid adventure game by Stormfront Studios called Harbinger.
Read more »
Sniper Elite V2 Remastered Free Download
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