Please share advice for running first game at a convention

MNblockhead

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I'm preparing to register as a judge for a convention that takes place February next year. This would be my first time running games at a convention.

I would appreciate any advice you can give. I have plenty of time to prepare, so I hope I can make good use of your advice. In particular, I'm interested in hearing from players about pet peeves, poor experiences, and great experiences.

The areas where I have the most anxiety:

1. Time management--it is one thing to run games for a regular group of friends. It is entirely different to run a one-off for a group of strangers. Some things are obvious. I will be early to my game and have everything prepared and ready to go. I'm likely going to run games with pre-gens that players choose from. As a player, I hate the time wasted on character generation at some convention games. I intend, assuming punctual players, to get as close to four hours of gaming out of the four-hour session as possible. But is that wise? I know players can schedule things tightly and may want to run off 5-10 minutes before the end of the session. I would hate to have half the table excuse themselves at the closing scene of a four-hour adventure.

2. Too few players show up. As a player, I've been to games where only me and one other person shows up and after waiting for 20 minutes or so, the GM cancels the game. That really irks me as a player. As a GM, even if only one player shows up, I want to make it possible for the game to go on if the player wants to. I realize that for some games it is not feasible. But I would think that I could have alternative adventures on hand that could be played with smaller parties or solo. As a player, would that be appreciated? If it were me, I would rather play a different adventure than waste my ticket.

3. Game selection. I plan to be running a lot of games. Some will be non-AL 5e games. But I would also like to run some more indie games, such as Index Card Roleplaying Game and InSPECTREs. I'm a little worried about going too far afield from the tried and true. A game like InSPECTREs works best with more extroverted "thespian"-style players. It is heavy on ROLE playing and improvisation. It tends to be a love-it-or-hate-it game. Besides making the style of game and gameplay expectations absolutely clear in the event description, any tips on running such games with strangers at a convention?

4. How assertive to be. I have no trouble being assertive. In my day job, I have to be very assertive. But in my home games, I'm very laid back. I let the players dictate the playstyle. I'm flexible and can enjoy intense, focused sessions as much as beer-and-peanuts informal play. At a convention, however, a greater amount of assertiveness is required. While I have sympathy for GMs that have to deal with troublesome players, I resent it when GMs refuse to confront them and let a player derail the session, ruining it for all other players. I'm surprised that most GMs at convention games do not lay any ground rules at the start of a session. I suppose players don't want to be lectured at and it feels like time taken from playing. I don't propose that I lecture players on normal etiquette and harassment policies. But I think it would be helpful at the start of the session to explain how I will handle players not being ready for their turn and players needing to step away to take a call. I wouldn't take a lecturing, punitive approach, but simply state that I know that things come up--no problem--but in the interest of keeping the game moving, if you are not ready on your turn I go to the next in initiative order and will come back to you at the end of the round (not being ready pushes your turn to the end of the round). If you have to take a call, your character is deemed to take the hide action if in combat or just passively tagging along if out of combat.

5. Props, supplies, devices. DM David has a lot of great tips for putting together a DMs kit for running games at conventions. I'd be interested in your stories of failed preparations and tips for packing for convention gaming. My 5e games will be the only ones with this issue. I like my visual aids. I'll probably use large-format printed battlemaps as I have access to a large-format printer. I can roll up lots of battlemats and stick them in a couple of poster tubes. That way I don't need to waste time on drawing things out with wet erase or trying to deal with electronics. I'll probably use my 2D Arc Knight flat plastic miniatures and paper flat miniatures. Since I have many hundreds organized in envelopes in what is basically a large shoe box. Also, I won't be as upset over any getting lost, ruined, or stolen. I'll rely on the printed battlemaps for terrain features and furniture. I don't want to risk my dungeon crate and crafted terrain pieces. It can still be nice to draw out an encounter on the fly, so I will still bring a reusable battlemat. Probably WotC's Adventure Grid, instead of my large Chessex sheet, as it is easier to pack and dry erase is easier to deal with at a convention.


Any tips or stories to share on these or other topics related to running my first game at a convention would be appreciated.
 

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I'm preparing to register as a judge for a convention that takes place February next year. This would be my first time running games at a convention.
"Judge?" They still call GM's 'judges' over there? I thought that was a 70s wargaming thing...?

...sorry... anyway...
1. Time management--it is one thing to run games for a regular group of friends. It is entirely different to run a one-off for a group of strangers. Some things are obvious. I will be early to my game and have everything prepared and ready to go. I'm likely going to run games with pre-gens that players choose from. ... I intend, assuming punctual players, to get as close to four hours of gaming out of the four-hour session as possible. But is that wise? I know players can schedule things tightly and may want to run off 5-10 minutes before the end of the session. I would hate to have half the table excuse themselves at the closing scene of a four-hour adventure.
It depends on the con, and I suppose varies regionally, so my experience may have no bearing, but cons often schedule at least some time between the end of one session and the start of another, so generally, just not going over time should keep you from having the problem of layers needing to leave early. More egregious is when the con schedules blocks that overlap, and a player signs up for or crashes your game, only to leave in the middle because he got into something else in a different time slot.

And, yes, with only 4 hours, have pregens, start promptly, and avoid play modes that tend to get bogged down - don't present a lot of planning & debating opportunities and don't pult player-solved puzzles between them and the action. Design your adventure to start fast (pregens are a must, IMHO), get to the action fast, have places where you can insert filler if need be, and a plausible 'cut to the chase' excuse if you're still bogged down in the final hour... If the players do get 'stuck,' don't let it stand for long, call for rolls, drop hints, have them attacked - keep it moving.

2. Too few players show up. As a player, I've been to games where only me and one other person shows up and after waiting for 20 minutes or so, the GM cancels the game. That really irks me as a player. As a GM, even if only one player shows up, I want to make it possible for the game to go on if the player wants to. I realize that for some games it is not feasible. But I would think that I could have alternative adventures on hand that could be played with smaller parties or solo. As a player, would that be appreciated? If it were me, I would rather play a different adventure than waste my ticket.
Depending on the system, you can totally run for two or even one players. You could resort to old-school henchmen or running two characters (since you have the pregens right there) for systems where it's problematic not to have a minimum complement.

3. Game selection. I plan to be running a lot of games. Some will be non-AL 5e games. But I would also like to run some more indie games, such as Index Card Roleplaying Game and InSPECTREs. I'm a little worried about going too far afield from the tried and true. A game like InSPECTREs works best with more extroverted "thespian"-style players. It is heavy on ROLE playing and improvisation. It tends to be a love-it-or-hate-it game. Besides making the style of game and gameplay expectations absolutely clear in the event description, any tips on running such games with strangers at a convention?
IMX (and, again, it could be very different in your region), players sign up for oddball games to learn them, so emphasize that kind of intraductory experience. It's the one instance where you might want to go through character creation. Highlight the game's cool features, hit the important aspects of it's mechanics, etc...

...also, IMX, those are the kinds of games that don't fill up, so you may be running for a very small group, and that's not all bad, since you can give them more personal attention.

Any tips or stories to share on these or other topics related to running my first game at a convention would be appreciated.
You do need to be adaptable. It's logical to run a 'railroad' for instance, to keep the pacing quick and the game focused, but you never know what a table of strangers is going to want or latch onto.
 

[MENTION=996]Tony Vargas[/MENTION]

Thanks!

Regarding "Judge", yep, the menu and GM registration page are titled "judging" and there are two registration options under "judging": "judges" (GMs who pay a registration fee and can both judge and play) and "Referees" (registration is free but the GMs can only run their own games, not participate in other events).

http://conofthenorth.org/judging/
 

Step 1: go to this thread: http://www.enworld.org/forum/showthread.php?650126-Convention-Game-Survival-Tips

Step 2: now that I'm a seasoned pro (/snark), I can advise on:

- Time management. Swallow your GM pride and do whatever needs to be done to accelerate or decelerate the game. And have a couple contingency plans.

- Too few players. In music, they call a smaller crowd more "intimate." If a player wants to bail, let him. But if the player(s) wants to play, offer to let him play two characters, play a pre-gen yourself, and put on your kid-gloves if you're a heavy-handed combat GM. Someone will join the game just before things get weird. Trust me :blush:

- Game selection. If you want a game that frees the GM up from dice rolls, has only one small table to reference, is lightweight and fast for players to learn, requires minimal table space (if you get stuck playing on a folding card table), and is nominated for an ENnie this year, I could suggest a few good ones :heh:
 

It depends on the con, and I suppose varies regionally, so my experience may have no bearing, but cons often schedule at least some time between the end of one session and the start of another, so generally, just not going over time should keep you from having the problem of layers needing to leave early. More egregious is when the con schedules blocks that overlap, and a player signs up for or crashes your game, only to leave in the middle because he got into something else in a different time slot.
Cons I've been to usually schedule their blocks back-to-back e.g. 9-1, 1-5, 5-9 etc., so look to wrap up about ten minutes before the scheduled end of the block if you can - 15 minutes if it's a really big or spread-out con. Also expect to start about ten minutes late for the same reason; unless you're in the first block of the day in which case, start on time! :)

You do need to be adaptable. It's logical to run a 'railroad' for instance, to keep the pacing quick and the game focused, but you never know what a table of strangers is going to want or latch onto.
Your adventure module also wants to be somewhat adaptable if possible. Ideally, you'll have a only very few key locations or encounters they have to hit (one at the start, one or two at the end), and a bunch of other encounters you can kind of plug in on the fly - or not - depending on how the time is going.

Pacing is something you can only control to a certain not-great extent, unless you go full-on hard core railroad. You can run the same module for 5 different groups and they'll almost certainly take 5 vastly different amounts of time to play through it, even if all the players in each group know the game system halfway well.

Lanefan
 


Yes, I read that. But I wanted to put out some of the areas I most concerned about. Hope no one minds two similar threads in a short period of time.


Step 2: now that I'm a seasoned pro (/snark), I can advise on:

- Time management. Swallow your GM pride and do whatever needs to be done to accelerate or decelerate the game. And have a couple contingency plans.

I'm thinking that I would have more encounters challenges planned than I know I can get through, just in case things go much quicker than anticipated. Each would have something (clue, info, MacGuffin) necessary to achieve the adventures goal, but that any one could have two or more. So that even if the party takes longer, I can simply move the clue/info/macguffin from an unused event to active event.

- Game selection. If you want a game that frees the GM up from dice rolls, has only one small table to reference, is lightweight and fast for players to learn, requires minimal tablespace (if you get stuck playing on a folding card table), and is nominated for an ENnie this year, I could suggest a few good ones :heh:

Even with the amount of time that I have to prepare, I think I'm going to stick with games I'm familiar with.

I have enough to worry about other than new rules. Besides, Index Card Role Playing Game is my lightweight, fast, game needing minimal tablespace. Heck, InSPECTres fits that description as well.
 

Pacing is something you can only control to a certain not-great extent, unless you go full-on hard core railroad. You can run the same module for 5 different groups and they'll almost certainly take 5 vastly different amounts of time to play through it, even if all the players in each group know the game system halfway well.Lanefan

What about multiple endings? If a group is less experienced certain challenges can be throw out. Basically easy mode. Then you have the standard version for what you would expect most groups to be able to get through. But if you have a group that through luck or skill moves forward much faster than you anticipated, have an alternate ending. The big bad reveals the that mayor who hired you actually was behind the whole thing and set you up.

I want to have extra encounters/challenges to help control pacing, but I want to make sure that whether I use 2 or 5, nothing feels left out and nothing feels like "filler."
 

One other "dumb" question: What is the general practice for running/using published material at conventions?

I'm planning on mostly running my own material, but there are some things I've backed on Kickstarter that I would like to run since I don't know when, if ever, I'll have a chance to run them in my home games.

What is the etiquette and general practice for this?

Do GMs typically let the authors know or ask for permission?

Is it considered bad form to significantly alter the published adventure?

If significant changes are made, should the GM note this in the event description so players know it is "based on" Adventure X, but is not Adventure X as Written?
 

What about multiple endings? If a group is less experienced certain challenges can be throw out. Basically easy mode. Then you have the standard version for what you would expect most groups to be able to get through. But if you have a group that through luck or skill moves forward much faster than you anticipated, have an alternate ending. The big bad reveals the that mayor who hired you actually was behind the whole thing and set you up.
Yeah, that works too. :)

I want to have extra encounters/challenges to help control pacing, but I want to make sure that whether I use 2 or 5, nothing feels left out and nothing feels like "filler."
They might feel like filler to you, but that's only 'cause you know better. If the encounters are engaging and exciting the players won't know what's filler and what's not.
 

One other "dumb" question: What is the general practice for running/using published material at conventions?
I've never heard of a con having a problem with it. Some expect it, at least for certain sorts of games.

Do GMs typically let the authors know or ask for permission?
Is it considered bad form to significantly alter the published adventure?
No &, AFAIK no.
 

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