REMEMBERING JOHN FINNEGAN
John’s first encounter with LARPing was eventful; he gathered his supplies, walked out into the night and saw some other players walking towards him.
“Good eve, fellow travelers! How are you?”
The other players were from the court of Capulus in Ravenholt, and they immediately struck this new player down for his 12 coppers, showing no remorse.
John soon afterwards struck a friendship with Baroness Aurora Blakeney, from the “good guy” barony of Westmarch, who took him in and saw his potential. Aurora Blakeney was played by my wife, Heidi Hooper, who introduced me to her new court member. I’m sure his experience with both Capulus and Westmarch influenced his attitude toward what the game should and could be like.
John’s character Finther proved to be a fun person to have around, and when he was gypsy cursed to dress in terrible clothing, we all just were embarrassed for him. (In those days, you didn’t realize you were cursed nor know who did it to you.)
Soon after, I was running weekend modules at a site in Cambridge, Massachusetts, and John submitted a module to run which was full of great puzzles and encounters. I immediately saw his skills and imagination, and we sat down and worked on the module together. “Why are all these puzzles here? Who made them, and why?” He realized that he needed to explain that, and together we rewrote it so that the crazy dragon mage known as the Chessmaster was behind them. It proved to be one of the most popular modules we ran at that site.
In 1992, Heidi and I decided that we had been too discouraged by the direction in which the Ravenholt game was progressing, and moved to New York to start the Ashbury chapter. John helped us move and helped me form the Ashbury game, writing much of the background of the lands and serving as Baron Bryan Nordenn. His team was one of the most active, and John’s good nature and personality made the team grow big and powerful.
John wrote much plot for us, and created characters such as Creepshow, the Registrar (and the various Graveyards), Baracus Kul, and other memorable bad guys and good guys that kept the players entertained.
When I wrote our new Rule Book, I created some characters to use for giving examples for how the rules work. There was Dreyfus, Arcadia, Grizelda – all made up on the spot – and then there was Finther, named for John’s first character, and included as a tribute to the man who influenced so much of the game.
John also served as my liason to the NERO National Plot Committee, which at that time held tight control over just about anything we wanted to do. I knew John’s strengths and used them to my advantage: whereas I tended to be more confrontational and resolute, John had a way of making friends with everybody. He could say the same thing I was saying but in a way that did not ruffle feathers. (I think I have improved in this department, and in a large part by following John’s examples.)
I remember around this time reading a quote from some columnist about then-President Clinton and then-VP Gore. He said that “Whenever they walked into a room, Gore wanted everyone to think that he was the smartest person there, and Clinton wanted everyone to be his friend.” I told John that sounded like us, but I don’t think he was impressed.
John had one of the greatest senses of humor of anyone I knew, and a massive knowledge of show music, which he would sing at a moment’s notice. I used to tease him that he knew more show music than any non-gay person I knew. One time, he had his team sing a song for a competition in which people had to come up with a story as to how the historical figure Baron Gunther Nordenn had hurt his knee (long story, read the Ashbury Player’s Guide for details). John had worked out all sorts of harmonies for them. They took the old classic “Mr. Sandman” and wrote new words for the occasion: “Oh Baron Gunther / How is your knee? / Was it destroyed / By necromancy?”
One time at the module site we ran in Brooklyn where a local reporter came by to interview us for an article. I had the reporter speak to John, one of the nicest and most eloquent members we had, who laughed and told her that he hoped to meet a nice girl. That same day, he met Colleen, and I was so happy for the both of them when they got married!
John and I would also have fun and respectful debates over religion quite often. John was a very observant Catholic and I, well, am a very observant atheist. Yet through all our debates, never once did it turn insulting or angry, and there are very few people I can think of who can argue over something like that in a completely friendly manner.
Baron Bryan later became Duke Bryan, and we both learned something important at that time: You need to have your most powerful noble in game be an NPC. As a PC, it just wasn’t fair for me to give him extra money or armies that other PCs didn’t get, but it also didn’t make sense in-game either. He was constantly frustrated that the Valenti brothers and their evil barony could get away with stuff because he didn’t have the in-game power to challenge them like he should.
So John decided that the best thing for the game would be for him to step down, run Plot exclusively, and name an NPC Duke (played by his brother-in-law Patrick) which proved to be the right decision, and one we have followed since and which I encourage all my chapters to follow as well.
When Joe Valenti later started attacking us and trying to kick us out of NERO, it was John who arranged meetings and tried to work out the problem, which he did quite excellently. (It wasn’t John’s fault that Joe lied and broke promises.)
When I was told that we were no longer part of NERO International, I had long discussions with John about what we should do. I consider John and Scott Kondrk to be the founders of the Alliance, because they were my closest advisors.
John then helped create much of the new world of Fortannis (along with Patrick and others, of course). John’s creations included the stone elven land of Saridbis, the Lempurs, the cursed undead Vacarran Pirates (I joked that John should have sued when “Pirates of the Carribean” came out), and many more. He became the Head of the Plot Committee and helped to train and encourage others in a way no other could.
He also later became my General Manager, and that unfortunately caused some problems down the line when we argued over the direction we wanted the game to go. John, for all his great talents, still liked to play while wearing shorts and tennis shoes. He also tended to be a lot more “forgiving” to players who mess up or played bad guys. I wanted to raise the bar for costuming and roleplaying, and wanted there to be real consequences for players who made mistakes. After some debate, I asked him to step down as General Manager (but not Head of Plot) and John instead resigned from both.
This hurt me a lot, and I am happy to report that we did settle our differences soon thereafter. I told him that if he ever wanted to come back to the Plot Committee, the invitation was always open, and I asked John to serve as General Manager of the Alliance, which he accepted. Instead of coming back to Plot, though, he put his powerful writing and management skills into the New Jersey chapter to the acclaim of players there.
As GM of the Alliance, he helped me sooth many angry chapter owners and work out problems, and had a way of talking to them that I just don’t have to get things done. As a member of the Alliance Rule Committee, he brought his years of experience to bear and helped to bring about exciting changes and improvements to the game.
I cannot underestimate the importance John has brought to the Alliance game. He was indeed there from before the start, had more influence over it than anyone else (even me sometimes), and made his mark on the world in that way.
I have been in a daze since I heard the news. John has been my friend for so long. When I moved to New York, he did too. When I moved to Stroudsburg, he did too. It did bother me that we lived so close yet hardly did anything together. Still, John and I talked by phone about once a week, and often through e-mail.
I’m sure I will come up with more interesting stories about John Finnegan once the shock wears off, but I wanted to write this, as Fearless Leader of the Alliance, to let everyone know that the game would not be where it is today were it not for John Finnegan. Everyone who has posted something similar is correct. No one is exaggerating.
John left this world with many more friends than he may ever know. He was indeed the kind of person who seriously hardly anyone can say anything bad about. I do not if I will ever get over this.