- Not about attendance levels. Our pre-sales had blown the doors off 2019's pre-sales.
- Not about whether people would have fun. Put gamers in front of games and that's largely a given.
- Not about whether our exhibitors would have a positive experience, especially those with us for the first time. Again, put gamers in front of games and other adjacent things then they're going to explore and investigate it, especially if it was something new to them.
The apprehension was one driven by having not done it since 2019, and likely in part due to fatigue thanks to catching COVID post Gen Con.
So what was the apprehension about?
- Was all the hard work put in to prep and plan for the event going to pay off?
- Had I considered every possible scenario and made sure we had an answer to resolve it?
- Did we have enough volunteers? - It's worth noting that there is no such thing as _enough_ volunteers...
- Was I going to enjoy it?
- Plus perhaps crucially, would I want to do it again?
- 2018 was hard largely because it was the first one we did, but also because this was the culmination of a vision I had which was refined by the others in the team to the point that we knew what the event should be. The problem was that I didn't relax throughout the weekend, which meant I didn't get a chance to savour and enjoy what we'd achieved until afterwards.
- 2019 was hard primarily because we doubled the floorspace and perhaps jumped too soon into that additional complexity. We also had a lot of last minute stuff to deal with.
As with 2018, I didn't relax during the 2019 con to be able savour and enjoy it.
- I have a full time job which is very busy at the best of times.
- I was ill from late January through to early May, which was energy sapping. This impacted a chunk of our planning for the con but we muddled through.
- Then I get COVID early August after being at Gen Con.



