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What Makes a Convention Game Great?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3007008" data-attributes="member: 2810"><p>It takes everyone being on the same page. It takes players who understand that the parameters for game-day games are different from their normal campaigns, and that they need to just go with it. I almost had to strangle one guy in the T20 game because he would not let go of something that was completely erroneous to the story but that he though was 'in character'. 'In character' is fine, but you've got to understand that you can't just pack up at the end of the night and pick things up tomorrow. Like Cinderella, everything goes *poof* at midnight and you don't get to keep the magic sword or the magic stagecoach.</p><p></p><p>It requires a DM comfortable enough with the game to keep things flowing. Don't stop and check rules -- wing it and keep things going. Don't worry about players skating by on things that they wouldn't get away with in an ongoing game. Cinderella.</p><p></p><p>For prep, running the scenario beforehand helps, or if you can't, vet it with another DM. The more or less fixed time limits of con games can help from a dramatic tension point of view, but it can be really frustrating if you get to the point where you have an hour to play and two hours of material. If you can plot your adventure with enough flexibility to omit whole chunks and still keep the essence, you're golden. </p><p></p><p>Get those right, and you've got a good game. If you get players that have good chemistry, you're going to have a great game. One of the advantages I think we have as ENWorlders is that even if we've never met, we all sort of know each other. The common background helps, and the sense that even if the game ends at midnight, our on-line interactions will continue, gives a cameraderie that the 'official' games lack.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3007008, member: 2810"] It takes everyone being on the same page. It takes players who understand that the parameters for game-day games are different from their normal campaigns, and that they need to just go with it. I almost had to strangle one guy in the T20 game because he would not let go of something that was completely erroneous to the story but that he though was 'in character'. 'In character' is fine, but you've got to understand that you can't just pack up at the end of the night and pick things up tomorrow. Like Cinderella, everything goes *poof* at midnight and you don't get to keep the magic sword or the magic stagecoach. It requires a DM comfortable enough with the game to keep things flowing. Don't stop and check rules -- wing it and keep things going. Don't worry about players skating by on things that they wouldn't get away with in an ongoing game. Cinderella. For prep, running the scenario beforehand helps, or if you can't, vet it with another DM. The more or less fixed time limits of con games can help from a dramatic tension point of view, but it can be really frustrating if you get to the point where you have an hour to play and two hours of material. If you can plot your adventure with enough flexibility to omit whole chunks and still keep the essence, you're golden. Get those right, and you've got a good game. If you get players that have good chemistry, you're going to have a great game. One of the advantages I think we have as ENWorlders is that even if we've never met, we all sort of know each other. The common background helps, and the sense that even if the game ends at midnight, our on-line interactions will continue, gives a cameraderie that the 'official' games lack. [/QUOTE]
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