Tips and Tricks to Running a Con Game

Getting back to the original question, I've run many con games, some my own, some for companies, and some as part of living campaigns. My top pieces of advice would be:
  • When prepping a game, make sure you know how to long the final scene (may be one of a couple) will take and cut to that scene when you need to to finish in time. Don;t worry about the cut being obvious, it's more important to finish well! ("Piecing together the info you have gathered, you realize the cult will be meeting this night to summon Glaaki. Sir Peter is pretty sure that they'll use the barren hill for their ritual, so you make sure to arrive there just before midnight. You see ...")
  • Remember bio breaks. Especially if the game goes really well, they are easy to miss
  • Stay hydrated.
Minor suggestion. If you are able to craft or adapt the scenario yourself, add a montage scene in the middle. This is a scene where you ask each player to narrate how they help the scene. I like to ask players to describe a difficulty for another player and then have the second player describe how they overcome it and make a single roll. This has two nice features: (1) it gives everyone a chance to role-play, and gives clear guidelines on what to role-play -- great for new or low-confidence players. (2) it gives you as a GM time to think and plan out the second half
 

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How do you find a system

Pick one you find interesting, one you are familiar with (or become familiar with it), pretty much the Cleric Cabin advice.

For example I played Walking Dead Universe at the Con last year, liked it and so decided to run it a Con this year. I got inspired by children's book I saw and decided to write a Rivers of London scenario about it. Neither game I had run before deciding I was going to run then at a convention, however RoL is "Basic RPG" and something I am familiar with.

and prepare an adventure to run a scenario during an event slot at a convention with tabletop RPGs as an offering? What tricks do you use to prepare the game, run the game, and manage the table?

inspiration - Run a Con Game the Cleric Cabin Way

Playtest it with your local group beforehand. I've got two local groups I play with I got the chance to run the Walking Dead scenario with both, but unfortunately didn't get a chance to run the Rivers of London one, and there was a clear difference in my skill at pacing and handling the table between them. So the more you can run scenario the more familiar with it you will become.

I like to work out a timeline of what point I should be at after each say 30 minutes so I know if I need to pick up the pace or slow it down.

Always start with introductions, asking how much RPG experience players have in general, and with the system we are about to play specifically. Hand out pregenerated characters, or explain how we create characters if it is something like Kingdom or a PbtA game with playbooks. If I make pregens they will always have a bit of a backstory, a bit about any of the other characters they might know and how they feel towards them. Generally I build in some interparty conflicts and relationships to encourage roleplay between the players.

I don't play with "safety tools", but do put content warnings on the sign-up sheet and remind people about them at the start, if appropriate and ask if anyone needs to stop (or leave) for any reason they are welcome to do so. I generally play 12A or at worse 15+ games anything particularly gross or lewd we fade to black, but I gauge my audience so if I have younger kids that want to play Call of Cthulhu, it won't be as gory as if it is all adults. I tend to go to one convention that I've been going to for years, and while it has "safety officers" I don't think they have needed to do anything in nearly a decade (there was that one time with a prop sword/gun and the police being called, UK based if that matters).

Most con scenarios start "in media res" I have some sort of engaging scene to draw the players in and make them work together, I won't start in a tavern, unless it is already on fire and under attack by orc raiders for example. Most of the scenarios I run I know what things are going to happen, how the villian will drive the piece if left alone, where the clues lead, etc. But it is still worth being able to improvise as no two groups handle things the same way, the better you know your source material the easier that is (hence playtesting).

Try to make sure everyone is involved (not necessarily all at the same time) keep moving the spotlight round the table, don't let it ligger too long on anyone player. If you find one or two players are involved in a particularly long scene, leave them on a mini-cliffhanger within that scene and ask what others are doing in the meantime.

Don't worry about splitting the party particularly in an investigation type scenario, you can get more done, but keep switching between the groups to keep everyone involved.

Most slots I run in are 4 hours long, I usually have a 5 minute+ bathroom/bar break in the middle. The convention I run at has individual rooms for the games so noise levels (ours or other tables) and onlookers are never a problem.

I try and aim to wrap up about 15 mins before the slot is due to end so players can ask question about the system, say what they liked or didn't like, etc. I print enough copies of character sheets that if they want to they can keep it.
 
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I feel hard-pressed to think of a scenario where, I don't know, clowns or spiders are required to be there. Like, fine, it's a bunch of Shakespearean actors now, or these Drow are really into lizards.
I find it very easy to think of a scenario where clowns or spiders are required.

The scenario heavily feature Lolth the Spider Queen as the main villain.

The scenario is a Call of Cthulhu version of the movie IT.

But in both cases the scenario advert should really be making it clear that's what the scenario is about so players with those issues can avoid it altogether at the start.

I have a Walking Dead scenario that features violence against a couple of children, changing them from kids to adults could be something I might do, but considering one of the pregen PCs is a mother that lost her own child it would dramatically change the relationship in the scenario.

The only game I've ever used an X-card with is running Monsterhearts, which is either considerably foolhardy (if you know the sort of content that game can produce) or an indication of just how safe folks feel at the convention I regularly attend. Even then the X-card was never actually used by anyone.
 
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As much as I don't care for the X-Card myself, I understand why people might recommend it for a con. I think maybe we don't want this thread to turn into a discussion about the X-Card when it's supposed to be about advice on how to prepare a game for a con.
Yeah it is something I've experimented with when running Monsterhearts at a convetion, but not something I would use in every game, even in Call of Cthulhu or more horrific games. I just find the level of maturity among players is such that it isn't need at the convention I regularly attend.
 

Yeah it is something I've experimented with when running Monsterhearts at a convetion, but not something I would use in every game, even in Call of Cthulhu or more horrific games.
As far as content of the one shot goes, my suggestion is to keep it appropriate to the venue. I try to be mindful of content not just for my players but for anyone nearby who might be listening in. If the venue is in a game store where anyone including children might be able to hear me then I'm going to take more care about the content of my games then a more private venue with adults only. Generally I keep things at a PG-13 level at most save for horror games which might include rated R descriptions of violence.
 

The AL coordinators at Gamehole Con have been encouraging their DMs to put out the safety tools, so I have been even though they've never been used at my tables. AL may seem pretty mild but you do get a wide variety of ages and general players, so you never know what's going to hit someone the wrong way - even with D&D (after all, those giant spiders are pretty common). It's not really a question of maturity among players for the most part - arachnophobes or people who have experienced trauma come in all levels of maturity.
 

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