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How do you run a Gameday adventure?
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<blockquote data-quote="Varianor Abroad" data-source="post: 1287776" data-attributes="member: 12425"><p>This is the same as running a four-hour convention slot game. Start on time. Don't allow magic items in that aren't in the core books, even if PCs are totally hung up on it. Have a fairly clear, defined and simple objective. "Kill the dragon"; "retrieve the artifact"; or "rescue the kidnapped person". </p><p></p><p>The adventure should be equal to about four hours for your real-life gaming group. Site-based adventures work best. A 10-15 room dungeon is fine. Figure four combats to include the final confrontation, four RP moments and four puzzles and you're fine. Ask your own players what would work well for a convention adventure. (I did this and got good feedback. Some not what I expected, but they were right about what would work.) </p><p></p><p>As already said, starting in the middle is good. Have the PCs in or about to begin the action. I like to write up a briefing sheet on "why" they are there, no more than a single page, photocopy it, and hand out one to each player to read during the inevitable half hour of confusion to get started.</p><p></p><p>The tricky part is tweaking the action. You know you want to end on a big fight. So go over your outline and mark rooms/areas that you can eliminate when the clock is starting to tick down. (This is why complex plots involving searching for many clues and items are not good for this scenario.) </p><p></p><p>Good luck! You'll do fine.</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1287776, member: 12425"] This is the same as running a four-hour convention slot game. Start on time. Don't allow magic items in that aren't in the core books, even if PCs are totally hung up on it. Have a fairly clear, defined and simple objective. "Kill the dragon"; "retrieve the artifact"; or "rescue the kidnapped person". The adventure should be equal to about four hours for your real-life gaming group. Site-based adventures work best. A 10-15 room dungeon is fine. Figure four combats to include the final confrontation, four RP moments and four puzzles and you're fine. Ask your own players what would work well for a convention adventure. (I did this and got good feedback. Some not what I expected, but they were right about what would work.) As already said, starting in the middle is good. Have the PCs in or about to begin the action. I like to write up a briefing sheet on "why" they are there, no more than a single page, photocopy it, and hand out one to each player to read during the inevitable half hour of confusion to get started. The tricky part is tweaking the action. You know you want to end on a big fight. So go over your outline and mark rooms/areas that you can eliminate when the clock is starting to tick down. (This is why complex plots involving searching for many clues and items are not good for this scenario.) Good luck! You'll do fine. [/QUOTE]
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How do you run a Gameday adventure?
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