Peregrine's Nest: Gaming with Strangers, Part 1

Fancy running a game at a con and want to create your own adventure?

Fancy running a game at a con and want to create your own adventure?

Stephen_R._Marsh_at_NTRPG_Con,_June_2017.jpg

Picture courtesy of Gabrielmeister - Own work, CC BY-SA 4.0, File:Stephen R. Marsh at NTRPG Con, June 2017.jpg - Wikimedia Commons

Great! Conventions are a a good way to test out something on a new group and try something different. But con games are a little different, even for an experienced GM, so here is a little advice to help avoid some of the pitfalls. In this article I’ll look at how con adventures differ from your usual ones, and in part two I’ll look at actually running it.

Join a Crew

If you are new to running games you might like some back up from one of the many crews that do their own organised play during cons. “Lurking Fears” and “The Wrecking Crew” are two that I know and are both excellent. The main bonus of working with a crew is that they usually have their own dedicated room, so you know where all your games are. It saves searching the map if you forgot to check out the corridor allotments. You also have the backup of a group, who will help you out with advice and guidance. You may also find they have some set adventures that just need a GM, if you don’t actually want to write your own.

Remember they will have a reputation for excellence, and you need to make sure you are not the reason they lose it. But as long as you are ready to do your best you’ll be fine. It also makes for a more fun con to be part of a team and it’s a great way to make new friends.

Structuring your adventure

Most convention games are about 4 hours long. So I tend to break that down into 3 acts. That gives me an hour for each act. The ‘fourth’ hour gives extra time if any act runs longer than expected, as well as time for lateness, breaks and rules explanation. Don’t forget your players may have never played this game so figure in some time to take the rules slowly as they get up to speed.

Know the Game

It is generally best to run a game you know well. You don’t need to be a master of the system, but you should be clear on all the rules you need to run the game. You may well be the only person at the table who has any idea how the game runs, and time is too short to keep rereading the rulebook.

Having said that, you only need to know the rules that will apply to the adventure you are running. If there is no spaceship combat, you don’t need to know how to run that. If there are no spellcasters in the game, you won’t need the magic rules. So plan your adventure around the aspect of the game you know the best. Chances are these are your favourite bits too so it’s a win-win.

Create Pregen Characters

I can’t emphasise this enough. Never, ever, make your players create characters for your con game. There are one or two exceptions, but it’s generally a very bad idea. This is for two reasons. The first is that it wastes time. The players haven’t come to create characters they have come to play an adventure. The second is that they probably don’t know anything about the game or its setting and won’t have the faintest idea what is available or what might be a good option. I’m reminded of one game of Delira I played at a con, the last of a series of four adventures. I hadn’t played any of the previous ones, but half the group had. They had to wait two hours, with nothing to do, for the new half of the group to create characters. Luckily I knew the system a little and could help the others or we might still be there.

There are two advantages to a pregen group of characters. The first is that they can be custom made to do the adventure. The GM can ensure they have a wide selection of abilities and that everyone has a part of play as well as their own opportunities to shine. Secondly the GM can make sure they are cool, with the best skills and powers and streamlined abilities. They can also be given a connection, like family or heist gang to make sure they know each other and hit the ground running.

By the way, ideally create a broad mixture of pregen characters, especially in terms of gender and ethnicity so there is something for everyone at the table. In the perfect world, have more characters than you need to allow for a greater selection. My friend Walt used to run Victoriana with double sided character sheets, one side a male character the other side a female character. While they shared a concept (scientist, soldier, aristocrat etc.) they were quite different characters in terms of specific skills and abilities.

Plan for a Varied Amount of Players

Most con games assume a player character group of about six characters. When the game is made available for people to buy tickets it may even sell out. But on the day of the game, you have no idea how many players you will get. People flake out, get ill, double book or just plain forget. You may get walk ups to your table to fill out missing places though so don’t despair. One year at Gen Con I ran a lot of Victoriana, all the games were sold out, and not a single game ran with a full group of all the original players who’d booked tickets.

So make sure your adventure can run with fewer than the full character roster. Don’t make even character absolutely essential. So if you have fewer players you can still run the game for those who did show up. However you may limit their choices if some characters are more useful than others.

Do Something a Bit Crazy

Finally, when creating a con adventure, you can go a little wild. You are not starting a campaign (although you might do a follow up next year). So it doesn’t actually matter if the whole world is destroyed. So make the adventure you couldn’t run with your usual group. The one where the whole group might die if they fail, or the villain will bring ultimate darkness if they fail to stop them. Even if the players fail, they will still leave your game feeling awesome because their actions (or lack) saw the world destroyed. That’s a story they will tell for years.

YOUR TURN: What advice do you have for running a game at con? We'll have more advice in Part 2 next week.
 

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Andrew Peregrine

Andrew Peregrine

J.M

Explorer
All good advice. Something else I'd add is, don't let one bad apple ruin the game for everyone else. I once had a player who hogged the spotlight and always wanted to be the center of attention. In hindsight, I realized that I let him do this way too much and should have proactively done more to keep him from taking time away from everyone else. I guess the general lesson is that you will get disruptive players from time to time (rarely, in my experience), so you need to be ready to handle that.
 

aco175

Legend
Break the Rules:
I recall playing a 2e adventure and a bad guy cast hold person on me in the final fight. I wasted an hour sitting there watching the others play. It kind of sucked.

Another time, about the same thing happened and the DM let me break it after a couple rounds of doing nothing. It kind of rocked.

The players are there to have fun and maybe do things they do not do in their home games. They may play a caster where they normally do not and not know all the spells or feats. Fine, let them do things you would not let in your home game, but that they remember.
 

Another fine group, or more accurately a federation, is Games on Demand! At over a dozen different cons across the world! I'm a proud member!

Also, the Maid RPG is one exception to the don't create characters for the session recommendation. I can walk everyone through the process in ten to twenty minutes because it's largely random.
 

A good selection of advice. I might add in the "Create Pregen Characters" section that allowing players to make minor tweaks to their pregens is something to consider. It takes very little time and encourages buy-in from players. Examples I have used in Con games:
  • 13th Age: Allow choice of 1 new background and their One Unique Thing.
  • Fate Core: Allow one extra attribute and 3 skills to bump by one.
  • BRP / CoC: Allocate 40 skill points.
  • Pendragon: Modify traits by 10 total points.
  • D&D 4E: ... no.
 

Corone

Adventurer
Another fine group, or more accurately a federation, is Games on Demand! At over a dozen different cons across the world! I'm a proud member!

Also, the Maid RPG is one exception to the don't create characters for the session recommendation. I can walk everyone through the process in ten to twenty minutes because it's largely random.
Maid is one of the 'one or two exceptions' I was thinking of. :) Very quick and easy and part of the fun. The other was Nobilis (although that GM had the character parts done, just let us arrange the main 4 stats)
 

Theory of Games

Storied Gamist
Pace is everything (not just at Cons): focus on the actions required to complete the adventure. Everything else should be given as little time as possible. Exploration? Don't bother with random encounters or flowery description. KEEP IT MOVING until the party reaches the important destination. Chatting with locals about nothing? KEEP IT MOVING with a little railroading so the party doesn't get sidetracked. You only have so much time and if you establish pre-game that you'll have a fast pace to get the players to the "good parts" of the adventure, most gamers will understand. If they don't

giphy.gif
 

Corone

Adventurer
Pace is everything (not just at Cons): focus on the actions required to complete the adventure. Everything else should be given as little time as possible. Exploration? Don't bother with random encounters or flowery description. KEEP IT MOVING until the party reaches the important destination. Chatting with locals about nothing? KEEP IT MOVING with a little railroading so the party doesn't get sidetracked. You only have so much time and if you establish pre-game that you'll have a fast pace to get the players to the "good parts" of the adventure, most gamers will understand. If they don't

giphy.gif
I do agree pace is important, but some of the most fun parts have been roleplaying with Npcs.
Ideally your game should be all ‘good bits’ so pace is good but no need to rush.
 

Theory of Games

Storied Gamist
I do agree pace is important, but some of the most fun parts have been roleplaying with Npcs.
Ideally your game should be all ‘good bits’ so pace is good but no need to rush.
You misread my post. Talking with NPCs is fine. Talking with NPCs about nothing relevant to the adventure is a waste of time, specifically at Con games where you (usually) only have 2-4 hours. Realistically, trying to fit an entire adventure in that small window means trimming what isn't necessary and focusing on what is.
 

aramis erak

Legend
In Re Generating PCs...
there are certain games where character gen is a worthy demo in and of itself...
  • Traveller: Classic, Mega, TTNE, T4, T5, T20, MGT1, and MGT2, plus CE: char gen is a minigame. It often fills half a session block for 6 players.
    • Note that most of the Classic Traveller double adventures were intended to take a 4 hour block... Not that I've ever gotten any of them done in under 3 sessions...
  • Any current Warhammer game. Just make certain to phrase it as an introduction, not an adventure. figure 3/4 of a session for characters, and thus an hour for demoing the basics of play.
    • There's enough complexity that a handholding walkthrough is of value to some people.
And there are ones simple enough to allow char gen and still get most (3/4 or more, often a group can be generated in 30 minutes or less) of the session in play:
  • Toon - Char Gen is fast and random. Takes about 10 min per player in a group.
  • My Little Pony: Tails of Equestria - not only simple, but ties closely to the player's buy in, especially if younger. Have some pregens ready, but it's worth taking the 15 min to let them each generate one.
  • WEG d6 system games, most notably, Star Wars. If you have the templates all printed out, it's hand a template, assign 7 dice of skills, and start play. Group of 6: 5-10 minutes for selection, then 2 min each to check.
  • Any of Deep 7's 1pg systems. Char gen rules on the character sheets.
  • Feng Shui 2. Char gen is just slapping a name and possibly altering the description of the template. (customizations only come with character experience.)
  • Better Games' Battle Born, Arabian Sea Tales, Barony, or Crimson Cutlass. All of them are roll one die, note the traits, pick starting point on the advancement tree, add a name, and highlight your eligible damage levels. They're intended for convention play with custom gen characters. The advancement tree otherwise is for campaign use.

I've used WEG Star Wars, Atlas' Feng Shui and River Horse's MLP:TOE in the generate and go mode.
I demo'd Classic Traveller Character gen, and the basics of how the game works (we got 2 hours into Shadows) at a local con just after the end of lockdown, during the masks still mandatory period.

The level of buy in for Star Wars was wonderful. For MLP, almost essential - and my players were all adults.

If doing this, tho', KNOW THE RULES COLD! And decide whether you're there to demo/teach the game, or to run for the adventure, or for the hidden auditioning of players...
 

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