Writing and Running a Con Game - How?

Rechan

Adventurer
So, I'm considering running a game for a convention, to highlight a new system.

What are some things I need to take into consideration when writing it, when running it?

Initially I had considered a dungeon crawl. Simply because I Rarely Ever get to run them. I want to create some exciting situations, at least to maximize the fun. But there are a lot of unknowns, like the type of people showing up at the table, the number, etc.
 

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My tips (and I am far from a regular at this, having only run a couple pickup games at GenCon, but I'm feeling a bit helpful...take them for what they are worth):

1. Pregenerated characters - unless you really want to show off character generation, you should have pregenerated characters. Ideally, you'll use the characters to show off the variations in character concepts or whatnot.

2. The Most Fun Power Level - find the sweet spot in the system you're showing and make the adventure for that level (or the equivalent). The players will have more fun if you show them the game at its most fun and you'll be able to highlight the strong points of the game.

3. Chugga-Chugga Choo-Choo - con games should be on rails, as you will most likely be limited in the time you can spend and the last thing you want is a table full of players struggling with "what to do next". The players know that this isn't a campaign, so having a lot of freedom shouldn't be something that they expect. Also, you are trying to display a new system, not make the players direct the action. EDIT: This is too constricting. After reading the Piratecat's first post in the thread that he linked to and remembering my games, I'd like to revise this to match Piratecat's Narrow-Wide-Narrow idea. It's almost exactly what I did. I started them on rails, let them go far afield and brought them back in the end. Both of the games that I ran were the same adventure and both played entirely differently, with the exception that the beginnings were very similar and the ends were somewhat similar.

4. The Adventure Outline - my preference is to break my game into 3 or 4 manageable and easily separated parts (each one taking a roughly equal percentage of the total time). Each part will have its own little subplot and may show off a different aspect of the game. Maybe in Part I, the group finds itself shipwrecked on an apparently deserted island. Allow for a bit of "figure stuff out" time to see if the group will scavenge items or make a plan (I call this a time-filler and I will have removable parts to my game that I will use or discard, depending on how long the party takes with any "free time" they are given). Soon, they are attacked (show off the combat system). After the combat, let them "figure out the next step" (perhaps you have a clue lying around), or if they've used up a quarter or a third of the time (depending on the number of Parts in your game) show them the carrot. You can move throw each part of your adventure and easily fill a standard 4 hour time slot.

5. Shoot for the most important stuff - you will probably find that you aren't able to show everything, so make sure that you note the most important aspects of the game (be they class abilities, the combat system, skills, action point mechanics, aspects, traits, or whatever your game features). If you miss something, don't worry about it. Perhaps you can leave some wrap-up time at the end of the session to garner the players' opinions and relate anything important that you may have missed.


From what I've seen in playing and running games, the actual plot isn't as important as the GM's ability to keep the game moving and let the players do cool stuff. It's all about fun. If there is an aspect of the game that you think you may stumble on, leave it out. You can discuss it later, but you don't want to bog a game down.

Be loose. Keep the game moving. Have fun.


Well, I don't know how helpful any of this is, or how clear my post is, but I hope that you find it helpful.
 
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Piratecat said:
I thought you'd never ask! :D

The best place to start is this thread from two years ago, What Makes a Convention Game Great? Lots of advice in there!
Thanks Piratecat! I will have to read and digest that greatly. :) I looked over your 3 part suggestions and I have a question:

Plots. What are some good situations that allow both Action and good Roleplaying. What are some examples of the overall plot/situation your guys were in? My initial thought was a dungeon crawl that's heavily influenced by Aliens. But now I'm thinking that's not going to be RP intensive enough, or at least, as FUN as various situations. So! I need some good plot fodder situations!

For instance: Jail break. Shipwrecked on island. Rob a bank. Night of the Living Dead Reinacted. Murder Mystery Time!

(For reference, I want to use 4e - the con's at the end of June, which is perfect to showcase the new edition. :))

Thanks also, Fickle!

(Edit: Hmmm. I'm also tempted to run a Spirit of the Century game. But that's an entirely different beast.)
 

Jail Break - yes (Part I - the plan, Part II - putting it together, Part III - the jail break, Part IV - ride off into the sunset...OR...go back to jail/morgue; Parts I and II offer plenty of roleplaying, problem solving, skill uses...Part III offers more skills and perhaps combat...Part IV offers some wrap-up)

Shipwrecked on island - yes (Part I - what do we do, Part II - we're not alone, Part III - MacGuffan time, Part IV - escape from the island...OR...into the cannibals' cooking pot)

Rob a bank - yes (See Jail Break, as this can be set up with Planning, Putting it together, Enacting the plan, and Wrapping it up parts)

Night of the Living Dead Reinacted - yes (Part I - the epidemic...the party is brought together, Part II - escape from the living dead, Part III - hole up in the farmhouse and battle for your lives, Part IV - free at last...OR...dead, err, living dead)

Murder Mystery Time - yes (Part I - arrive at the mansion and get to know each other, Part II - the dead body, start pointing fingers, Part III - trail of clues, Part IV - solving the mystery)


There are a lot of ideas that will work for a con game, if done correctly. You get the players involved, you keep the game moving and it should go smoothly. Of course, humor has been a big selling point in the con games that I've been involved in. Sometimes the humor is in your face, but sometimes the humor can be more subtle (in the case of the murder mystery, the setup might be serious, but a lot of unintentional humor from the characters will be unavoidably and intentionally brought out by the players).

By the way, I'm in the early planning stages of my GenCon '08 game, so I'm thinking about these sorts of things right now.
 

I usually plan stuff enough to fill up the time if things run fairly optimally, but make sure that things can be left out as the game progresses and the players don't make as much progress as you thought they were going to. That way, even a party that makes slow progress can still experience the exciting endgame of the scenario.

Expect to come up with stuff on the fly since, not being players you know, they'll do things and ask questions you won't be able to predict. Prepare some really generic materials, some mooks, for example, for just such an occasion.

Don't make your pregen characters too elaborate. If they have special powers that aren't obvious, have the power descriptions written out on the sheets. If they have a feat combination or spell combinations particularly interesting, spell them out. That will help your players jump right in without as much sitting around asking questions, consulting rule books, and generally figuring stuff out.
Corollary to this: use spontaneous casters in D&D games. That way players usually have fewer choices to make and they don't screw up by making unfortunate spell prep choices.
 


Rechan said:
I have a question:

Plots. What are some good situations that allow both Action and good Roleplaying. What are some examples of the overall plot/situation your guys were in? My initial thought was a dungeon crawl that's heavily influenced by Aliens. But now I'm thinking that's not going to be RP intensive enough, or at least, as FUN as various situations. So! I need some good plot fodder situations!
I agree that a dungeon crawl isn't the best use of a one-shot. They're too static for my taste, so I try to stay away from location-based scenarios unless I have a really, really good plot behind them.

Instead, I try to think cinematically. What seems really heroic? For your first con game, stick to a format that you know is fun for you.

One example (riffing off the dungeon-inspired-by-aliens) is a rescue mission for the Princess. Posit: a rival group of adventurers to the PCs brought a bizarre item as a gift for the King. It turned out to be an alienist seed for the Far Realms, and now the entire palace is taken over by a revolting and unnatural pocket of kaorti-reality. The King's advisor, innocent for once, tells the group that according to divinations they have a very short time to save the "flower of the nation" - the princess. They're snuck in through the dungeons, and need to make a run to the Princess's room. the advisor gives them keys and a map to the castle's secret passages, but the rival adventures (and the now transformed royals) try to stop them along the way.

It's a reverse dungeon!

And meanwhile, the far realms affect gets worse and worse as the castle slips away, and time's awasting.
 

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