General Advice
Original by Darran Sims
Running games at cons is a massive challenge. You do not know who'll sign-up for your game, if you get any players at all. However, in my opinion, it is the most rewarding and enjoyable way of running games. I run games [almost non-stop] at six RPG conventions a year and can safely say I have run for the cream of UK role-players.
Character Sheets
Unless CharGen is quick and fun, pre-generated player character sheets are a must. Have a good mix of playable PreGens ready, covering different archetypal roles, with each character having role-playing hooks. So you have a Mighty Knight [who is a Bit of a Coward] or a Sassy Spaceship Pilot [who Knows a Dark Secret]. These should be clearly labelled on the character sheet. A novice can play straight away, or an experienced player can go to town on them, chewing scenery and hamming it up.
Most of my prep time is spent making 6/7 player characters that are well laid out with all the relevant information on the sheet. I include pictures and quotes to set the tone of the character and setting. Make sure each character has a purpose in the scenario. No point having a heavily psychotic killer in a subtle investigation of a girls boarding school.
Know the character sheets inside out, someone at the table should, the players could be new to the game, so you will need to take up the slack. The players might not spot that much needed item/skill at the right moment in the game.
Don't allow players to bring their own character to the game, especially if you're a novice GM. They will be maxed out with items, stats, skills and abilities which would over-balance your game. They also get upset when you kill their treasured PC or make them lose their cool stuff.
Should your game be under subscribed it is worth knowing which characters your scenario will run without.
The Convention Game Scenario
The con game should be a self contained one-shot with a good beginning, an interesting middle which builds to a memorable climax. It is important that you do have a good round-up ending to the scenario as you will not be able to carry it on next week like you can in your home game.
For a safe start, have all the characters 'meeting in a tavern' or be more adventurous and go for an in media res start.
With a media res start, use a fight, a chase or any other kind of conflict to start the scenario. It is a good way to avoid more boring aspects, like travelling out to the wilds, to a fabled 'lost' city, or finding the patron for the next mission. The players jump straight into the action. It also allows you to showcase an aspect of the rules from the off, but try not to force the players into doing something they may not want to do.
You can run a con game differently to a home campaign. You can have a character be leader of the group, or be the traitor in their midst, or even have the characters attack and even kill each other.
Also you can mess with the setting. Players could be villains or monsters; I've seen games where players were Orcs or Ring Wraiths in a 'Lord of the Rings' game. I've also seen games end with the death of all characters and destruction of the game world too.
Pace your scenario to run comfortably in the slot time, taking into account a late start as people get settled in at the table, a few interruptions during the game for toilet/drink breaks. Also, design the scenario so you can drop or add sections to fill/fit the time slot and still allow a satisfactory climax/ending.
The best scenario's are pre-playtested with your home group. It's advantageous to 'play it up', try to 'break' the scenario, check the characters work, etc.
Knowing the scenario weak points will help you know how to react coolly if the PCs don't do what you expect them to.
Scheduling Your Game
Find out how the gaming slots are being run at the con. Most cons have a three or four hour game slot. Some have time between slots, but sometimes they run concurrently, leaving no time between slots. This will affect what time you get to run your game, bearing in mind interruptions you'll get as well.
Some thought should be given as to which slot during the convention you pick for your game.
- The first con slot usually suffers delays due to con set up, as well as arrivals of late attendees.
- The morning slot can be affected by late players who cannot get out of bed or are suffering hangovers.
- The midday slot can be affected by players going off in search of food/drink.
- An afternoon slot can be affected as some gamers get a little sleepy after a heavy lunch and a pint of beer. However, it is good for most games but, you'll have competition as it can be the most popular slot.
- Evening slots are also popular as the finish times are usually open-ended as there isn't another slot following [apart from the dreaded all-night gaming slots of course!]. These are ideal for horror or dark atmosphere type games or games that require a specific tone or mood. Be aware though that some gamers like to party in the evening and might be too drunk to play or may not show up at all.
If unsure which slot to run in, ask the con organisers; they're there to help.
I have a scheduled 'refreshment break' halfway through for 10/20 minutes. This gives everyone a chance to refresh, get a drink, get food, smoke, or check out the trade hall. It also allows you to prepare the climax of the scenario. The players can talk plot or just gossip about the latest film. If the con is a one-day event, this allows the players to look round the rest of the convention.
Advertising Your Game
No advertising = no players. Many cons advertise games on their websites, as well as at the con via sign-up sheets or in Programme Books.
- Give your scenario a catchy title that captures the spirit of the game you're running. 'Bloodbath at Peak Castle'; a horror or martial scenario 'Intrigue at Peak Castle'; an investigation or diplomacy scenario.
- Label your game with the rules set and edition you're using.
- Think about how experienced the players need to be. If you're demonstrating a setting or rules set, you may need people who are new to it or even novice role-players. Mentioning that it is 'Newbie Friendly' will get you new players. If you're after a serious and scholarly game and the players need a good knowledge of rules and setting, mention this. Full knowledge of D&D 4.8 ed rules especially the clunky armour system is mandatory! That may be what you want but, narrowing down your prospective player pool may not get you enough players.
- Start and running times should be noted. Fitting into a con slot limits overlap and clashes. If you're going to run shorter or longer, make sure its clearly labelled as such.
- Max and min game player numbers. If the game will work with 2 players or if the most players you can handle is 5, then set your limits at that. Most games I've seen say 4-6 players only, though I've run games for 9 players at several conventions.
- Write a good but brief description of your scenario. I usually write a little prelude to the scenario, written in a genre style, that covers the opening acts of the scenario. Other times I use a first person quote from one of the characters about an event in the scenario, summing it up and providing a little bit of mystery.
With all information gathered, send it to the convention organiser so it can be included in their literature and websites. Post on Yahoo! Group, mailing list or on-line forum too. The feedback you get will help to judge the popularity of your game. It's also worth advertising on other forums or mailing lists that are associated with a game publisher, gaming system or game store.
Running the Game at the Convention
Check with the players that they can stay for the full length of the game slot. It's very annoying to learn too late that a couple of players have to attend a seminar on 'Armoured Were-Squirrels and their Tales' halfway through.
Remember K.I.S.S.* in everything you do. The players will complicate plot, dilemma or mission on their own with little input from the GM.
K.I.S.S. also applies to intros and rules summaries the GM does before the game.
Do not over-whelm the players with too much information at the beginning.
Just tell the players what they need to know to start off the scenario and answer any questions simply and efficiently. It's worth explaining some rules as you go. Explain combat when you get to the combat bits, explain magic or technology when the players need to use them, etc.
If you can put the basic rules, rule examples, tables or charts on to a 'cheat sheet' then do so. Give each player a copy with their character sheet, as some players like to see the mechanics on paper as well as having them described to them. However, some players may want the GM to do all the calculating, working out, etc for them. They will just want to know what they have to roll on the dice.
Props are good for some games but that comes down to GMing style. I love to hand out maps during games. My area maps are usually well detailed but I like to keep the location maps simple. Some are basic line drawings showing walls and doors allowing details to be filled by players' imaginations during descriptions. During my Serenity games for example I didn't use any deck plans as I think they distract the players too much.
I have also used other props like issuing name badges, pictures of special items, dealing out printed money, wearing glasses or sunglasses when playing certain NPCs, etc. For the most part it is done to gaming tastes but I do know that the players respond well to these 'extras'.
*K.I.S.S. Keep It Simple Stupid!




