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Peregrine's Nest: Gaming with Strangers, Part 2
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<blockquote data-quote="Corone" data-source="post: 9432532" data-attributes="member: 6806393"><p>GMs are always wanted at cons, but, a con game can be a very different experience</p><p></p><p style="text-align: center">[ATTACH=full]376247[/ATTACH]</p> <p style="text-align: center"><em>Picture courtesy of AugusteBlanqui - Own work, CC BY-SA 4.0, </em><a href="https://commons.wikimedia.org/w/index.php?curid=74768497" target="_blank"><em>https://commons.wikimedia.org/w/index.php?curid=74768497</em></a></p><p></p><p>Even if you have run games for years, running a game at a convention can be a very different experience. Not better or worse, just different, and it is always worth experiencing at least once to see how other people play your favourite games, or to experience something new. Here is a little advice about what to expect.</p><h3><strong>Dealing with Strangers</strong></h3><p>Chances are your group won’t actually know each other. So there will be less chatting and bantering, as they won’t share any common history and experiences. This is all good as it will make them more focused on the game itself rather than goofing around. They also won’t know you either so may well be better behaved in general. However, if they are not so interested in the game, some may well disengage and check their phones a little easier than usual. You might have worked on this adventure for weeks, but they won’t have the same investment.</p><p></p><p>The other problem with them not knowing each other is that they are less likely to interact with each other, role play and discuss plans directly with each other. One way to deal with this is to suggest they partner up when one of them suggests a plan. “So you want to check out the pub? Why not take Bob’s character; he used to be a bartender?” A small nudge like this is usually all it needs to encourage more team behaviour and break the ice.</p><h3><strong>Watch the Time</strong></h3><p>As the group will do less role play and banter, your game will run much quicker that it did when you ran it with your usual group. I’ve tested out many con adventures on my usual group (which is always a good idea) and what takes them three afternoons will still run neatly in 4 hours at a con. As they don’t know each other, and they have picked your game because it sounded cool, the group is more likely to be focused on getting the adventure done and picking up clues. This is good, but be prepared for it. You won’t usually be able to let them ‘fill in time’ going shopping.</p><p></p><p>However, as this is a con game you will have a limited time for your slot. So you will need to keep an eye on the time. I’ve often put my watch on the table where I can see it to keep track. You’ll know how much adventure there is left to do by the numbers of scenes/encounters yet to go. If they haven’t done half of them at the halfway mark, you need to speed up, or slow down if they are going too fast.</p><p></p><p>Speeding up is easy. You can often cut any encounter short, and in an investigative adventure, simply give them a few more clues. Slowing down is harder, but you can usually do this the same way you would with any group. Take a little longer with descriptions, nudge them towards more role play and interaction.</p><h3><strong>Rules Explanations</strong></h3><p>When it comes to rules, do not explain everything. There is nothing more tedious than a big rules explanation, and half of what you say will be forgotten in the first ten minutes. Just do two things. The first is to explain what a basic skill test is like. Use one of the characters for a quick example and show them what they will need to roll and what dice to use. Just a basic test, that is usually the core of the whole system. Then early in the game, get one or more of the group to make a simple test, a perception test of some form is usually good for this. Then they make a no stress test and gain a context to the rules you just explained. From there they will remember. Never try to explain combat before the game, just tell them you’ll do that when they get into a fight and walk them through it then.</p><p></p><p>The second thing is to explain in non-rules language what any special abilities do. Don’t say “Bob, your spider ability grants you a two-step climb advantage” just say “Bob, your spider ability makes you a great climber.” Bob doesn’t need to know the rules, just what it roughly does. You can explain the rules when he tries climbing, he just needs to know it’s worth his character being the one to do the climbing.</p><h3>Welcome Everyone</h3><p>Everyone should be welcome at your table, so accommodate them as best you can and don’t make assumptions. Someone who is distracted might be neurodivergent or similar. While you shouldn’t accept bad or creepy behaviour, don’t make your first assumption that the player is being wilfully difficult.</p><p></p><p>Remember as well this group will not react to the same things your usual group will in the same way. What you think is a bit of friendly joking might be deeply offensive to someone else. Read the table, don’t make assumptions, and remember it should be fun for everyone. Use some safety tools if that helps. Be aware of potentially controversial aspects of your adventure and be ready to wind them back (or ideally not use them) if they are not getting a favourable response.</p><h3><strong>Don’t Run Just for Free Stuff</strong></h3><p>There are often a few perks to running a game, but if that is the reason you are running the game, don’t. There are few things worse than a GM who is just running a game because they want a hotel room or entry badge. Running a game under sufferance means your heart isn’t in the game. Not only will they run a bad game and waste their player’s time, they will also waste their own, given they don’t want to be there either. Few rewards really equate to the time you will invest, unless you spend pretty much the whole con running. So if you are not running a game because you want to, it really isn’t worth it.</p><p></p><p><strong>Your Turn: What are your experiences running games at Cons?</strong></p></blockquote><p></p>
[QUOTE="Corone, post: 9432532, member: 6806393"] GMs are always wanted at cons, but, a con game can be a very different experience [CENTER][ATTACH type="full" alt="TabletopRPG_playing_friends_01.jpg"]376247[/ATTACH] [I]Picture courtesy of AugusteBlanqui - Own work, CC BY-SA 4.0, [/I][URL='https://commons.wikimedia.org/w/index.php?curid=74768497'][I]https://commons.wikimedia.org/w/index.php?curid=74768497[/I][/URL][/CENTER] Even if you have run games for years, running a game at a convention can be a very different experience. Not better or worse, just different, and it is always worth experiencing at least once to see how other people play your favourite games, or to experience something new. Here is a little advice about what to expect. [HEADING=2][B]Dealing with Strangers[/B][/HEADING] Chances are your group won’t actually know each other. So there will be less chatting and bantering, as they won’t share any common history and experiences. This is all good as it will make them more focused on the game itself rather than goofing around. They also won’t know you either so may well be better behaved in general. However, if they are not so interested in the game, some may well disengage and check their phones a little easier than usual. You might have worked on this adventure for weeks, but they won’t have the same investment. The other problem with them not knowing each other is that they are less likely to interact with each other, role play and discuss plans directly with each other. One way to deal with this is to suggest they partner up when one of them suggests a plan. “So you want to check out the pub? Why not take Bob’s character; he used to be a bartender?” A small nudge like this is usually all it needs to encourage more team behaviour and break the ice. [HEADING=2][B]Watch the Time[/B][/HEADING] As the group will do less role play and banter, your game will run much quicker that it did when you ran it with your usual group. I’ve tested out many con adventures on my usual group (which is always a good idea) and what takes them three afternoons will still run neatly in 4 hours at a con. As they don’t know each other, and they have picked your game because it sounded cool, the group is more likely to be focused on getting the adventure done and picking up clues. This is good, but be prepared for it. You won’t usually be able to let them ‘fill in time’ going shopping. However, as this is a con game you will have a limited time for your slot. So you will need to keep an eye on the time. I’ve often put my watch on the table where I can see it to keep track. You’ll know how much adventure there is left to do by the numbers of scenes/encounters yet to go. If they haven’t done half of them at the halfway mark, you need to speed up, or slow down if they are going too fast. Speeding up is easy. You can often cut any encounter short, and in an investigative adventure, simply give them a few more clues. Slowing down is harder, but you can usually do this the same way you would with any group. Take a little longer with descriptions, nudge them towards more role play and interaction. [HEADING=2][B]Rules Explanations[/B][/HEADING] When it comes to rules, do not explain everything. There is nothing more tedious than a big rules explanation, and half of what you say will be forgotten in the first ten minutes. Just do two things. The first is to explain what a basic skill test is like. Use one of the characters for a quick example and show them what they will need to roll and what dice to use. Just a basic test, that is usually the core of the whole system. Then early in the game, get one or more of the group to make a simple test, a perception test of some form is usually good for this. Then they make a no stress test and gain a context to the rules you just explained. From there they will remember. Never try to explain combat before the game, just tell them you’ll do that when they get into a fight and walk them through it then. The second thing is to explain in non-rules language what any special abilities do. Don’t say “Bob, your spider ability grants you a two-step climb advantage” just say “Bob, your spider ability makes you a great climber.” Bob doesn’t need to know the rules, just what it roughly does. You can explain the rules when he tries climbing, he just needs to know it’s worth his character being the one to do the climbing. [HEADING=2]Welcome Everyone[/HEADING] Everyone should be welcome at your table, so accommodate them as best you can and don’t make assumptions. Someone who is distracted might be neurodivergent or similar. While you shouldn’t accept bad or creepy behaviour, don’t make your first assumption that the player is being wilfully difficult. Remember as well this group will not react to the same things your usual group will in the same way. What you think is a bit of friendly joking might be deeply offensive to someone else. Read the table, don’t make assumptions, and remember it should be fun for everyone. Use some safety tools if that helps. Be aware of potentially controversial aspects of your adventure and be ready to wind them back (or ideally not use them) if they are not getting a favourable response. [HEADING=2][B]Don’t Run Just for Free Stuff[/B][/HEADING] There are often a few perks to running a game, but if that is the reason you are running the game, don’t. There are few things worse than a GM who is just running a game because they want a hotel room or entry badge. Running a game under sufferance means your heart isn’t in the game. Not only will they run a bad game and waste their player’s time, they will also waste their own, given they don’t want to be there either. Few rewards really equate to the time you will invest, unless you spend pretty much the whole con running. So if you are not running a game because you want to, it really isn’t worth it. [B]Your Turn: What are your experiences running games at Cons?[/B] [/QUOTE]
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