Tips and Tricks to Running a Con Game


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This is from experience running many Star Fleet Battles scenarios years ago but much should be useful for RPGs.
1. Verify from the con folks when/where your table is. Do it early. Do it multiple times. More then once, our table(s) were moved or 'accidentally' dropped from the schedule due to conflicts. Have a backup plan.
1a. Expect the con to shorten your time slot, 'for reasons'. Have a backup plan.
2. Verify what/if any special benefits you are supposed to receive for running something. Get it in writing. Bring that with you.
3. Play test your scenario as many times as you can. Different groups preferably. At least once with sub-optimal group. Note how long it takes. Assume the con game will take longer.
4. Have multiple copies of all materials needed. Assume the players will show up with nothing, expecting you to provide everything, including dice, pencils, etc.
5. Avoid using original materials at the con table. Assume at least one player will have a massive drink spill in the middle of your table. At least copies can be replaced by more copying. Buying replacement originals can get expensive.
6. Have backup copies in your hotel room/vehicle. Just in case.
7. Don't plan on using the con/hotel printer to make hard copies. It will be down or cost $1/page.
8. Since you will be an active part of the RPG, have large name tents for both player and character names. Have extras and more then one marker. Also have one for yourself and one for any NPCs.
9. Pre make your characters. Have multiple choices for each player. Some players really don't want to run the healer because they were the last to show. Better to have a party of 4 thieves then two unhappy players stuck running characters they don't like. Refer to #3.
10. Start on time or as close as you can. Better to start a player short then have the game called when your time slot expires and you are being glared at by the group of Klingons waiting for you to vacate their table.
11. If the con is providing gifts/prizes/etc to players, work that out in advance. In writing. Bring that with you. Have a backup plan.
12. Have a plan just in case a miracle happens and the group finishes early. You know those extra characters you made? Or a 2nd short scenario.
13. Have a backup plan.
14. Most important. Have fun.

The names of the cons where some of the above really happened have been withheld to protect the guilty.

Edit addition due to later comment:
#15 Discuss and clear with con officials the 'rating' for your game. Ask to be in a private or semi-private room if needed and possible. Include rating info in your con guide blurb. Have a plan in case a player has issues with content.
 
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Pathfinder Society trained me pretty well how to manage a time slot. Before I just assumed we would go at our pace and finish at our pace. Though, you dont always have that luxury and switching gears is tough if you dont have the skill set. So, planning a fun adventure to fit the time slot, that you also can pace to completion for your players is a key skill to work towards.

Playtest! I had a friend that ran DCC tournies at gencon every year and he would run a few nights int he summer in preparation. We always helped fine tune the adventure and prepare him for running on the big con weekend. So, yeah practice makes perfect.

Also, you really want to get @Reynard to offer some tips!
 

I pre-make all my maps on the back of cheap wrapping paper (with convenient square grid on the back). I write the scenario name and scene name on the back (which is actually the front).


Slowing down to quickly sketch something on a wet erase playmat is time consuming and it'll probably look like crap as well.
 

It has been my experience that most tables of players are pretty accommodating with the scenario they've shown up to play. They understand that it can be a bit linear or even railroady at times. They're usually game to cooperate.

But occasionally, a group will get something stuck in their heads and not let it go. In an AL scenario I ran last fall, the PCs actually tried to shake their patron down - I mean a real "burn their bridges" shakedown. That might be something that could be dealt with in a campaign game, but well beyond the boundaries of the AL structure. For one thing, there will be a limit to how much the PCs can be rewarded in the session - there's only so much juice they can squeeze out of it. And while in a campaign game, their actions might have lost them their patron, I'm not too keen on applying the same consequences in a session where they actually paid money for the tickets. It really was one of the weirdest things I have encountered at a convention.

In a situation like that, you just have to do your best to keep cool and potentially lift the veil on the organized play program a little to let them know there are limits to what you can (and will) do to play this out.
 

Expect a sore throat afterwards. Conventions are noisy, and when you have to raise your voice for 4 hours, it will hurt the next day. If you're running multiple games over a few days, you may well lose your voice by the end of it.

Be aware that people book slots with no intention of turning up. Sometimes you will be sitting there and nobody will turn up (which is why I never do early slots--if you're gonna drag me out of bed after a late night and not turn up, please hope you never meet me; you will not enjoy that encounter.)
 

@erk_fwd welcome to the site, there are many with great answers to your problems or what someone will point out as a problem.

I ran a convention game earlier this year using a modified home game adventure. From playtesting it with my home group I was able to judge the time and add better encounter modifications. I added premade characters and item handouts for things they find. I printed out two copies in case something happened or if someone wanted to take one home with them.

The convention staff listed the game as teen which I wanted, but tickets were not monitored and half the table were adults but it ran fine. Most of the players were fine with a couple more reserved and I needed to find ways to ask them for decisions and options and not just let the outspoken players jump over them. Try to find something for each player to shine some. All of them were fine if mistakes were made and wrong decisions were made for sake of speed.

I brought a snack that I shared of a box of cookies.
 

The best advice I can give is to judge time very closely, and cut material so that you give the group the most important scene or scenes. Typically that's going to be the last one, so if you have to cut other scenes, narrate them and get the group to where you can have a satisfying conclusion.

You can help get there by running it as a test for your home group, but then realize it's going to run slower because the group you already play with understands your style and likely moves faster.
 

Another key item: safety tools.
I use a reference to my nation's movie &/or TV ratings for a start. Con play, I use US PG13 or R, by setting.

X-card is easy. Well, usually. I'll come back to it, tho'

Whiile full lines/veils for everone is usually not worth it, if you, as a GM have some, put them out at start of play, and be willing to add them at start if a player needs more, and to tell a player who states a line or veil that would break the adventure that it's not suitable. Refactoring adventures on the fly is beyond many people's skill.
Example of a "you shouldn't play": running alien as a store game, drop in player asked for a line at any gore or body horror; I noted that his line would render the scenario unplayable. he found a seat at an D&D AL table, instead.

The X card has two issues as it was originally defined: it doesn't provide information on what to avoid, and a small few players will abuse it. That original definition is an instant fade to black, no questions asked.
I ask for what the trigger was, so I can avoid it further. This one small change also nerfs the few abusers of it, somewhat.

Also, in con games, be attentive to onlookers complaining about content. Not everyone will play; a few are there to see how it plays, but either couldn't get a seat, or didn't want to play. If you're causing the onlookers to cringe, you may be running a scenario that's not suitable for con play due to subject matter.

The collective factor: (Not a safety tool)
Conventions axiomatically have a large attendance. You should remember that players are going to have a harder time than normal understanding you, and you them, due to the background noise.
Misperceptions in con play can result in unintended offense being taken. Practice GMing with significant background noise. Don't rely upon careful wordings.
 

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