Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Best and worst con' practices
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thunderfoot" data-source="post: 5540467" data-attributes="member: 34175"><p>I have to admit I'm not the most experienced convention goer - I get to GenCon every year and have been to Winter Fantasy (now D&D XP) once and a couple of regional game days.</p><p></p><p>However, there are certain things as a professional musician/roadie that I have noticed make things work at ANY convention. </p><p></p><p>1) A comprehensive schedule managed in a central location. Regardless of the number of sub-coordinators, the ultimate smackdown lies on the head coordinator. If they don't know where an event is, who is running it or where it has been moved to in the case of a re-schedule, something has failed and that would be the HC. They don't have to micro manage, just have the info available to them.</p><p></p><p>2) Reliable staff. Okay, stuff happens. Vehicle break downs, sickness, missed flights, event location mistakes (the locations personnel not the conventions) and a host of other things. These are things that are controllable, having a DM/GM that has stayed out drinking with his buddies until 5 a.m. and then has an event scheduled at 8 a.m. is NOT considered an acceptable application of "stuff happens". Staff personnel that have consistently or heinously erred in judgement should either be replaced or removed from their current position. It doesn't happen enough and when it does, they usually end up back in that position next year. (Also, as stated earlier if you do relieve someone of their position, make sure you fill it with someone else.</p><p></p><p>3) Make sure you have enough room. Nothing is worse than booking forty events for 12pm only to find out you have 28 rooms available at that time. It doesn't happen much at larger cons, but at some of the smaller ones a hosting company will schedule events before confirming the space. That is never a good idea.</p><p></p><p>4) Know the local labor laws, specifically, if you want that light fixture turned off can you do it yourself or do you have to have a union electrician to come in a do it for $40 an hour. This usually isn't an issue for most events, but if you have sound, lights or video, in most places, you better budget for a union contractor or bring someone along who has a union card in that state.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 5540467, member: 34175"] I have to admit I'm not the most experienced convention goer - I get to GenCon every year and have been to Winter Fantasy (now D&D XP) once and a couple of regional game days. However, there are certain things as a professional musician/roadie that I have noticed make things work at ANY convention. 1) A comprehensive schedule managed in a central location. Regardless of the number of sub-coordinators, the ultimate smackdown lies on the head coordinator. If they don't know where an event is, who is running it or where it has been moved to in the case of a re-schedule, something has failed and that would be the HC. They don't have to micro manage, just have the info available to them. 2) Reliable staff. Okay, stuff happens. Vehicle break downs, sickness, missed flights, event location mistakes (the locations personnel not the conventions) and a host of other things. These are things that are controllable, having a DM/GM that has stayed out drinking with his buddies until 5 a.m. and then has an event scheduled at 8 a.m. is NOT considered an acceptable application of "stuff happens". Staff personnel that have consistently or heinously erred in judgement should either be replaced or removed from their current position. It doesn't happen enough and when it does, they usually end up back in that position next year. (Also, as stated earlier if you do relieve someone of their position, make sure you fill it with someone else. 3) Make sure you have enough room. Nothing is worse than booking forty events for 12pm only to find out you have 28 rooms available at that time. It doesn't happen much at larger cons, but at some of the smaller ones a hosting company will schedule events before confirming the space. That is never a good idea. 4) Know the local labor laws, specifically, if you want that light fixture turned off can you do it yourself or do you have to have a union electrician to come in a do it for $40 an hour. This usually isn't an issue for most events, but if you have sound, lights or video, in most places, you better budget for a union contractor or bring someone along who has a union card in that state. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Best and worst con' practices
Top