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Advice for running a con game
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<blockquote data-quote="scourger" data-source="post: 5507821" data-attributes="member: 12328"><p>Well, I'm running Gamma World now and I've successfully played con games, so here's my advice on blending them. </p><p></p><p>1. Decide what story you want to tell. It can be something as simple as, "go and vanquish the badders (badger men) and hoops (bunny men) that are terrorizing the village." In this example, you have two encounters. All you have to do is set them. </p><p></p><p>2. Use minis to distinguish the PCs from the counters for foes. I'm using minis from various sources, but primarily D&D minis. For example, I have an owl bear mini that represents a giant hawkoid (or a hawkoid giant) PC. It is fun and easier to distinguish them on the tabletop. </p><p></p><p>3. Make the characters beforehand. You can find the pdf of the character sheet on the internet. The one that comes in the game box is great because it has all the information needed to play on it. Since the 2 origins give the first 2 stats at 18 & 16 respectively, the other stats are easy to just put 10s in. That way, you & everyone else needn't remember a bunch of other bonuses or penalties. And, let the mini determine the character type, equipment, etc. It is a lot easier to level up, too; if you want to start above 1st level (advisable since the game can be deadly). To really cut down your prep time, use the online character generator at WotC: click, print & play. </p><p></p><p>4. Give the powers with the character sheets. Someone suggested power cards that are available as fan-made on the internet. I like just color copying the pages from the book. But, don't give them copies of powers they don't have (cut those off). </p><p></p><p>5. Give out alpha mutation & omega tech cards, too. Although it is fun to draw for them in a regular game where you can wait around to get rid of something less useful in exchange for something more useful, why not go ahead and give them a couple of cool, useful cards right off the bat. </p><p></p><p>6. Build your alpha & omega decks for the characters and your adventure. Go ahead and exclude the ones that don't fit the game. Then, a random draw is pretty likely to deliver something cool & useful. </p><p></p><p>7. Play the game beforehand or listen to actual play podcasts. Fun & informative. </p><p></p><p>8. Use shortcuts at the table. I like to index cards for all the foes and traps printed and before me at the table. Luckily, the game book has the stats for the foes printed at just such sizes for the most part. (It's like the designers are genuises!). All I do is copy on card stock and cut them out. I save the monster description, too; so that the player who rolls highest with the appropriate skill gets to read the foe description out loud from that little card. </p><p></p><p>Another shortcut I use is for initiative. I deal cards as with Savage Worlds and countdown backwards from joker (+2 to all rolls) to deuce. Suits are in reverse alphabetical order. Each +4 to initiative is an extra card dealt to choose from. I just find it easier for me to track everyone with a card for initiative. Use whatever works for you. </p><p></p><p>9. Use maps. Some good ones come in the box. </p><p></p><p>10. Get prize support if you can. That really makes a con game fun. If you have the ego, give a "best play" award from you as DM. </p><p></p><p>Good luck and have fun.</p></blockquote><p></p>
[QUOTE="scourger, post: 5507821, member: 12328"] Well, I'm running Gamma World now and I've successfully played con games, so here's my advice on blending them. 1. Decide what story you want to tell. It can be something as simple as, "go and vanquish the badders (badger men) and hoops (bunny men) that are terrorizing the village." In this example, you have two encounters. All you have to do is set them. 2. Use minis to distinguish the PCs from the counters for foes. I'm using minis from various sources, but primarily D&D minis. For example, I have an owl bear mini that represents a giant hawkoid (or a hawkoid giant) PC. It is fun and easier to distinguish them on the tabletop. 3. Make the characters beforehand. You can find the pdf of the character sheet on the internet. The one that comes in the game box is great because it has all the information needed to play on it. Since the 2 origins give the first 2 stats at 18 & 16 respectively, the other stats are easy to just put 10s in. That way, you & everyone else needn't remember a bunch of other bonuses or penalties. And, let the mini determine the character type, equipment, etc. It is a lot easier to level up, too; if you want to start above 1st level (advisable since the game can be deadly). To really cut down your prep time, use the online character generator at WotC: click, print & play. 4. Give the powers with the character sheets. Someone suggested power cards that are available as fan-made on the internet. I like just color copying the pages from the book. But, don't give them copies of powers they don't have (cut those off). 5. Give out alpha mutation & omega tech cards, too. Although it is fun to draw for them in a regular game where you can wait around to get rid of something less useful in exchange for something more useful, why not go ahead and give them a couple of cool, useful cards right off the bat. 6. Build your alpha & omega decks for the characters and your adventure. Go ahead and exclude the ones that don't fit the game. Then, a random draw is pretty likely to deliver something cool & useful. 7. Play the game beforehand or listen to actual play podcasts. Fun & informative. 8. Use shortcuts at the table. I like to index cards for all the foes and traps printed and before me at the table. Luckily, the game book has the stats for the foes printed at just such sizes for the most part. (It's like the designers are genuises!). All I do is copy on card stock and cut them out. I save the monster description, too; so that the player who rolls highest with the appropriate skill gets to read the foe description out loud from that little card. Another shortcut I use is for initiative. I deal cards as with Savage Worlds and countdown backwards from joker (+2 to all rolls) to deuce. Suits are in reverse alphabetical order. Each +4 to initiative is an extra card dealt to choose from. I just find it easier for me to track everyone with a card for initiative. Use whatever works for you. 9. Use maps. Some good ones come in the box. 10. Get prize support if you can. That really makes a con game fun. If you have the ego, give a "best play" award from you as DM. Good luck and have fun. [/QUOTE]
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