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What Makes a Convention Game Great?
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<blockquote data-quote="Chaldfont" data-source="post: 3807853" data-attributes="member: 1472"><p>I've used this one to great effect before. It's great when you need a traitor. The first time I did this, I wanted a game with a high body count where the players would really worry about losing their PCs. So I brought a friend and ruthlessly killed his character in the first hour.</p><p></p><p>My hint: Make your own character sheets and only put on them the most important things or the most likely things to come up in a game. As the game system becomes more complicated, this becomes more and more important.</p><p></p><p>I learned this the hard way. When 3rd edition first came out, I ran a D&D game at a local con. I tried really hard to balance the encounters and to make an interesting plot. I was so worried about timing. When it came to getting the materials ready, I just picked some random character sheet off the web and used it.</p><p></p><p>The players wasted so much time trying to find the information they needed! Now I use big fonts and only put the most basic stuff on the sheet. If you need more information, put it on the back or on a separate sheet.</p><p></p><p>Some of the stuff I've been reading about 4th edition monster design could also apply to PC design for a con game. These PCs are only going to exist for several encounters. How many of those cool abilities are they really going to use? Keep it simple. It reduces analysis paralysis during encounters and lets the players concentrate on the awesome.</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 3807853, member: 1472"] I've used this one to great effect before. It's great when you need a traitor. The first time I did this, I wanted a game with a high body count where the players would really worry about losing their PCs. So I brought a friend and ruthlessly killed his character in the first hour. My hint: Make your own character sheets and only put on them the most important things or the most likely things to come up in a game. As the game system becomes more complicated, this becomes more and more important. I learned this the hard way. When 3rd edition first came out, I ran a D&D game at a local con. I tried really hard to balance the encounters and to make an interesting plot. I was so worried about timing. When it came to getting the materials ready, I just picked some random character sheet off the web and used it. The players wasted so much time trying to find the information they needed! Now I use big fonts and only put the most basic stuff on the sheet. If you need more information, put it on the back or on a separate sheet. Some of the stuff I've been reading about 4th edition monster design could also apply to PC design for a con game. These PCs are only going to exist for several encounters. How many of those cool abilities are they really going to use? Keep it simple. It reduces analysis paralysis during encounters and lets the players concentrate on the awesome. [/QUOTE]
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