der_kluge
Adventurer
I've ran a few games at GenCon and other cons.
In general, PC is right. Keep it short and simple. 4 hours max - but if you're running for just friends off, the cuff, obviously it can be longer, though expect people to leave if they have other conflicts if it's too long. Night time is good for avoiding conflicts.
In general, keep the plot simple, with maybe one twist, and a few small combat encounters, and close with a big BBEG encounter, or something.
Don't try to enforce too many world-specific rules. The worst games I played in were ones where the GM placed us all in *his* world, and invariably a few of his players would play, and they would know all this background information, and you knew nothing. So, keep it generic, or play in a popular published setting, FR, or grayhawk, or something that people are at least familiar with.
I suspect most ENWorld gamers are above average, so they may very well spend the entire time just role-playing. So, if you give them a lot of really intensive role-playing opportunities to play with, you might very well find that the players run your game for you.
In general, PC is right. Keep it short and simple. 4 hours max - but if you're running for just friends off, the cuff, obviously it can be longer, though expect people to leave if they have other conflicts if it's too long. Night time is good for avoiding conflicts.
In general, keep the plot simple, with maybe one twist, and a few small combat encounters, and close with a big BBEG encounter, or something.
Don't try to enforce too many world-specific rules. The worst games I played in were ones where the GM placed us all in *his* world, and invariably a few of his players would play, and they would know all this background information, and you knew nothing. So, keep it generic, or play in a popular published setting, FR, or grayhawk, or something that people are at least familiar with.
I suspect most ENWorld gamers are above average, so they may very well spend the entire time just role-playing. So, if you give them a lot of really intensive role-playing opportunities to play with, you might very well find that the players run your game for you.