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<blockquote data-quote="Lanefan" data-source="post: 8676056" data-attributes="member: 29398"><p>Thing with a con game is there has to be a fairly clear goal; and this is why tournament dungeons were so big back in the day as the end goal was both a) blindingly obvious and b) built in to the fabric of what was being run that day. Now, that goal can be as simple as any of the following:</p><p></p><p>--- get as far as you can into this dungeon/setting/situation as you can in the availble real-world time</p><p>--- survive as long as you can, either as a group or individually</p><p>--- accomplish task x (which can be anything, as long as it's made crystal clear what it is before play even begins)</p><p>--- solve problem or mystery y (ditto caveat as per task x)</p><p></p><p>What I'm saying, I suppose, is that perhaps the best method is to somewhat approach and-or run con games* as if they were tournament dungeons even when they are not. The GM makes sure everyone knows the goal, and the players bend their efforts toward achieving said goal.</p><p></p><p>Another thing to consider is that it's possible some games/genres/systems/GM-or-playstyles just don't work as well in the short one-off convention format as do others; be it because the system or genre isn't one that does hard-coded goals well, or because the game or playstyle simply needs longer for the characters to develop as expected, or because the system is simply too slow and-or granular in its resolutions to allow any meaningful progress in that time, etc.</p><p></p><p>* - exception: demo games where the primary point is to introduce/explain a new system rather than to play anything in-depth.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8676056, member: 29398"] Thing with a con game is there has to be a fairly clear goal; and this is why tournament dungeons were so big back in the day as the end goal was both a) blindingly obvious and b) built in to the fabric of what was being run that day. Now, that goal can be as simple as any of the following: --- get as far as you can into this dungeon/setting/situation as you can in the availble real-world time --- survive as long as you can, either as a group or individually --- accomplish task x (which can be anything, as long as it's made crystal clear what it is before play even begins) --- solve problem or mystery y (ditto caveat as per task x) What I'm saying, I suppose, is that perhaps the best method is to somewhat approach and-or run con games* as if they were tournament dungeons even when they are not. The GM makes sure everyone knows the goal, and the players bend their efforts toward achieving said goal. Another thing to consider is that it's possible some games/genres/systems/GM-or-playstyles just don't work as well in the short one-off convention format as do others; be it because the system or genre isn't one that does hard-coded goals well, or because the game or playstyle simply needs longer for the characters to develop as expected, or because the system is simply too slow and-or granular in its resolutions to allow any meaningful progress in that time, etc. * - exception: demo games where the primary point is to introduce/explain a new system rather than to play anything in-depth. [/QUOTE]
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