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General Tabletop Discussion
*TTRPGs General
Are All Demo/Con games like this?
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<blockquote data-quote="Glyfair" data-source="post: 4722953" data-attributes="member: 53"><p>Here is the issue with Con games. You have a set amount of time for an adventure (4 hours is common). Everyone playing that adventure is expected to take about the same amount of time. If one group finishes in 2 hours, they feel shortchanged.</p><p></p><p>Roleplaying has a huge effect on time in an adventure. I once ran an adventure at a con that finished about 15 minutes before the deadline. I went to the main room, where I knew there was a roleplay heavy GM and at least a couple of players. They had never left the tavern where the adventure started. They were fine with that (because the group was somewhat self-selecting), but most groups I've seen would have at least some players frustrated a never having seen the adventure.</p><p></p><p>So, most adventures for cons tend to be very roleplay light so it can be designed within the time fram. That shouldn't crimp player's ability to roleplay their characters within the adventure's framework, but it does often turn out that way.</p><p></p><p></p><p>Some of these games tend to be run to introduce players to the game. Having a lack of rules mastery is not a requirement for these games. I recommend aiding the player as much as possible (without making the decisions for him) and trying to smooth gameplay. Ideally this is the GM's role, but in practice he has a lot to juggle to begin with (including trying to pace the adventure within the given time frame).</p><p></p><p></p><p>Maybe a little. I recommend you try to lessen the problem by running some adventures in such a fashion and improving the GM pool by your presence. Put a GM in there who can handle the problems that the GMs you have seen aren't able.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4722953, member: 53"] Here is the issue with Con games. You have a set amount of time for an adventure (4 hours is common). Everyone playing that adventure is expected to take about the same amount of time. If one group finishes in 2 hours, they feel shortchanged. Roleplaying has a huge effect on time in an adventure. I once ran an adventure at a con that finished about 15 minutes before the deadline. I went to the main room, where I knew there was a roleplay heavy GM and at least a couple of players. They had never left the tavern where the adventure started. They were fine with that (because the group was somewhat self-selecting), but most groups I've seen would have at least some players frustrated a never having seen the adventure. So, most adventures for cons tend to be very roleplay light so it can be designed within the time fram. That shouldn't crimp player's ability to roleplay their characters within the adventure's framework, but it does often turn out that way. Some of these games tend to be run to introduce players to the game. Having a lack of rules mastery is not a requirement for these games. I recommend aiding the player as much as possible (without making the decisions for him) and trying to smooth gameplay. Ideally this is the GM's role, but in practice he has a lot to juggle to begin with (including trying to pace the adventure within the given time frame). Maybe a little. I recommend you try to lessen the problem by running some adventures in such a fashion and improving the GM pool by your presence. Put a GM in there who can handle the problems that the GMs you have seen aren't able. [/QUOTE]
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Are All Demo/Con games like this?
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