Well, that's done. I was, as usual, totally dreading Arcanacon by Thursday. Its rare that I'm not totally sick of any game i have a hand in writing by the time the con actually rolls around. Riding 12km about the wilds of Waverley to get it all printed on Thursday night didn't really add to the "inspired" side of it, either.
But... we opened with two teams in session A, one pre-booked, one randomly made up, had the rest of Friday off, and then the whole of Saturday was packed. Normally when you say "well, mr individual, if you can find 3 more players, we can play", that doesn't happen. It /kept/ happening, and then the individuals would come back to play one of the other sessions too.
We had... oh, call it 6 pre-reg teams, and we ended up running 18 sessions (in the 11 we were open). A pretty good success, 42 people came through. Most of the sessions worked, and the people who played individual sessions seemed happy, and the ones that went all the way through liked the way the game worked linking all of them together. I think that the third session is still the weakest - its too long an introduction before the players get to really start making decisions, although there is plenty of scope there for characterisation. Given we effectively wrote 3 games, I count that as still a success.
The con over all seemed to go mostly ok - some hiccups, but nothing to fret about. The prizegiving and postcon suggest to me that roleplayer numbers were down - I know I missed a bunch of people that I'd expect to see, and didn't really see too many new folks wandering the halls. Partly that was because all the Living admin seemed to be up and off on another floor, but even without that, it seemed a touch sparse.
Overall, I give it a b+