RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 

Go Back   RPGnet Forums > RPGnet Appendix > RPGnet Columns > One Shot

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 09-17-2009, 01:00 AM
RPGnet Columns RPGnet Columns is offline
Registered User
 
Join Date: Oct 2008
Posts: 0
#17: The Dos and Don'ts of Game Mastering a Convention Game

http://www.rpg.net/columns/oneshot/oneshot17.phtml

Summary:

Twelve pieces of advice to make your convention game great!

Go to the column for more information.
Reply With Quote
  #2  
Old 09-17-2009, 05:51 AM
corone's Avatar
corone corone is offline
Gentleman Strega
 
Join Date: Dec 2004
Location: 1867
Posts: 123
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

Top advice.

I'd add that while running the con game with your own group is a good plan, remember your lot will take possibly twice as long to play it as the Con players will (if they are anything like mine). People who know each other tend to sidetrack and role-play more, whereas strangers will focus on the adventure initially, meaning they'll cover more ground more quickly.

For timing I always run an adventure in 3 acts. So as a con slot is usually 4 hours that gives me an hour an act with a spare hour to overrun and explain rules and stuff at the start.

For rules explaining, after a run over the basic system and any individual character traits I finish with 'is there anything on anybody's characters they don't understand' and then we crack on.
Absolutely agree that explaining should be kept to a minimum, and don't explain combat until you get to it. You'll have to explain it again when they hit combat anyway, but by then they'll know the basic system a little better so it will make more sense.

Pre-gens are also the golden rule! Absolutely, never ever do anything else.
I once played a Deliria game where we had to create characters, which took 2 hours of the 4 hour slot. Inexcusable as the game was a series run over the con and half the group already had characters from previous sessions, so they were stuck waiting! That, and the GM was also obviously improvising (even though he was good, to be fair) made that one of my worst con games.
__________________
It is absurd to divide people into the good and the bad. People are merely charming or tedious
-Oscar Wilde, Lady Windemere's Fan
Reply With Quote
  #3  
Old 09-17-2009, 04:58 PM
xenongames's Avatar
xenongames xenongames is offline
Roleplayer
 
Join Date: Jan 2002
Location: Campbell, CA
Posts: 2,558
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

Good essay, Tom. I agree with all the points.

I would add a bit about writing accurate and enticing game descriptions. A con GM wants to describe a game that will attract the right kinds of players. As a player, you certainly don't want to sign up for a game and find it doesn't match what the game said it was going to be.

I also have a special place in hell reserved for GMs who run published scenarios. Even if advertised as such, it just really turns me off as a player (and fellow GM).

Quote:
Originally Posted by corone View Post
For timing I always run an adventure in 3 acts. So as a con slot is usually 4 hours that gives me an hour an act with a spare hour to overrun and explain rules and stuff at the start.
In the conventions in the SF Bay Area, rpg slots are often 6-8 hours. RPGA events are 4 hours, of course, and the odd indie game might be 4, but the majority or games go much longer than 4 hours.

I agree about the 3-act structure. It certainly helps with the pacing.

When I run, I tend to schedule breaks. Lately, I've been running games on Monday morning (of 3-day holiday weekends), starting at 9 or 10 a.m. So, I schedule a half-hour break for check-out, last run through the dealer's room, and lunch.

I may also schedule a break between acts (especially between acts 2 and 3) so as to adjust based on the PC actions. Actually, the last game I ran ended on a weird sociological note at the end of act 2. Act 3 seemed kind of superfluous at that point. It definitely didn't follow the typical structure of frantic climax followed by a 30-second denouement as we clean up.
__________________
-- Patrick
www.sinisterthings.com
Reply With Quote
  #4  
Old 09-19-2009, 03:00 PM
Mechante_Anemone's Avatar
Mechante_Anemone Mechante_Anemone is offline
9th-level Procrastinatrix
 
Join Date: Jul 2005
Location: Eureka, California
Posts: 2,130
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

A lot of good GMing advice in there, though most of it is not necessarily specific to conventions. I would caveat these tops with the following: Sometimes you do want to break one or more of these guidelines, but think seriously about what effect you're trying to produce and whether it really will make your game better.

For example, some of the best games I've been in (convention and otherwise) were ones in which the GM allowed players to split up in groups and kept alternating the focus between groups, ratcheting up the suspense. But if you want to use this kind of technique, better to practice it with your buddies first and not use the convention game as your first experiment!
__________________
Anemone

Running: Nothing
Playing: Mouse Guard "Sayble's Patrol, Thurston's Patrol" — "Savage" Dark Heresy — Fading Suns HeroQuest
Organizing: Emerald City GamefestDragonflight

Nerd Points: 1 — Awesome Points: 1 — My RPG life list
Reply With Quote
  #5  
Old 09-19-2009, 08:47 PM
arete66 arete66 is offline
Registered User
 
Join Date: Jan 2003
Posts: 53
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

Quote:
Originally Posted by Mechante_Anemone View Post
A lot of good GMing advice in there, though most of it is not necessarily specific to conventions. I would caveat these tops with the following: Sometimes you do want to break one or more of these guidelines, but think seriously about what effect you're trying to produce and whether it really will make your game better.

For example, some of the best games I've been in (convention and otherwise) were ones in which the GM allowed players to split up in groups and kept alternating the focus between groups, ratcheting up the suspense. But if you want to use this kind of technique, better to practice it with your buddies first and not use the convention game as your first experiment!
Cool. I'm curious, though. In those instances that worked really well, did the GM actually split the players up *physically*? (Separate rooms, and so forth.)

Cheers,
Tom
Reply With Quote
  #6  
Old 09-20-2009, 04:34 PM
Craig Oxbrow's Avatar
Craig Oxbrow Craig Oxbrow is offline
Ah, y'know. This guy.
 
Join Date: Jan 2002
Location: Edinburgh, Scotland
Posts: 32,417
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

Quote:
Originally Posted by arete66 View Post
Cool. I'm curious, though. In those instances that worked really well, did the GM actually split the players up *physically*? (Separate rooms, and so forth.)

Cheers,
Tom
I can't speak for Mechante_Anemone, but splitting up physically or not depends on how much out-of-character information you want the different groups of players to have. Splitting up can heighten suspense, suspicion of betrayal or fear that something has gone wrong for the others, but intercutting between separated PCs with the players at the same table can help for action pacing - or irony value if they are betraying the others or being ambushed while alone, as long as the players separate IC and OOC knowledge clearly. It also means the other players don't have to sit and wait for a few minutes while the GM's away. I tend to go for everyone staying at the table as a result.
__________________
Buffy: The Watch House
Actual Play

Season One, Season Two, Season Three, Season Four, Season Five, Season Six

SEASON SEVEN
Reply With Quote
  #7  
Old 09-20-2009, 07:04 PM
arete66 arete66 is offline
Registered User
 
Join Date: Jan 2003
Posts: 53
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

I hear you. Just to be clear, I'm certainly not advocating GMs refrain from splitting *characters* up. Splitting *players* up, however, has not been pulled off successfully in my experience.

I have heard tales of two or more GMs successfully splitting players up amongst themselves. But one GM and multiple, separated groups of players, not so much.

Cheers,
Tom
Reply With Quote
  #8  
Old 09-27-2009, 04:42 PM
StevenC StevenC is offline
Registered User
 
Join Date: May 2004
Location: Madison, Wisconsin
Posts: 272
Re: #17: The Dos and Don'ts of Game Mastering a Convention Game

Some really good advice here, so let me see if I can add on:

When I'm running a Con game, I start by creating a flow chart of what I expect the adventure to run with, and then creating links between the different scenes. This may sound like railroading, and to be honest, my con games do tend to be more railroady than what I normally run at home, but what you're really doing is framing how things are most likely to go, so that you can design a better flowing game as a result, and be better able to react when the group wants to do something unusual.

The most important thing about this is that every location the group goes to should have something relevant about it. Several times, when designing an adventure, I had real trouble figuring out what the group would actually do in a particular location or scene, and I ended up editing it out or simply narrating it as color. A lot of the time, scenes that should be there for realism purposes, but that really don't serve to advance any of the adventure's goals or simply aren't interesting, can be taken out.

When I know how the adventure is designed to run, I have a better idea of pacing and what I need to do to get the group to the good stuff. If the group had a lot of trouble with a combat, I'll take out another one so that they'll be able to get to the finale. Similarly, if they had a lot of problems with a puzzle, then I can skip a scene or two to get them to the real meat of the adventure.

Oh, and with that in mind, I always want there to be good stuff to get to. I mean how much fun is it really to get to the end of an adventure and find out that, sorry Mario, the princess is in another castle? Your group is there for one adventure, so give them something to talk about at the end of the con that was awesome!

And then, to counter what I've just said, sometimes you just have to read what the group wants and give it to them. I've run some groups, typically when everyone you're running for know each other, and everyone just wanted to ham it up and play around with the scenery. Sometimes it's best just to let them have a good time and roleplay. At the end of the adventure, if everyone had a good time, who cares if they didn't get to stop fozzle with the maguffin?

So there are some of my thoughts...

--Steve
__________________
Be a rebel...order your coffee in one of these three radical sizes: small, medium or large.

"Sure as I know anything, I know this. I aim to misbehave."
--Capt. Malcolm Reynolds, Serenity

"The truth, which is indestructible, has a way of accumulating against pride and arrogance, then sweeping them from its path"
--Mark Helprin
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 05:37 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.