Musings
Convention Tips
Let's talk about cons. I'm a big advocate of cons. Some of us
have a hard time maintaining a regular game and cons are a great
way to get a little gaming in a few times per year. However, cons
have a dark side too. They are crowded, noisy and it is a pain to
find a good game. Here are a few tips from my experience:
For attendees:
[Let's start with the obvious]
- Register as early as possible. This is your best chance
to get the games you want.
- Get there early. If you can afford to be at the con the
day or night before you can usually avoid the crowds to
pick up your registration material. Additionally, if you
GM at the con, there is usually a different line than
those merely attending.
- Don't choose games in every time slot. You will want to
wander the dealer's room, attend the auction, and hit
some of the discussion panels. Leave yourself some free
time.
- Get a locker. Hauling around all that gaming material,
especially if you play different types of games or are a
GM, is exhausting a leads to major neck-aches. If you can
get in early and snag a locker, you can store some of
your stuff there and treat it, instead of wherever you
are crashing, as home base. For a quarter a shot, it is
the best deal you will find at the con. Works for me!
- Bring throat lozenges of some kind. If you are a GM, you
will be shouting over players, loudspeakers and other
GM's; same goes for players. After a day or so, your
throat will be sore, guaranteed.
For GM's:
- Be VERY prepared. You will typically have only a limited
number of hours to run your players through your scenario
(or scenarios if you are running a multi-round
tournament). There is an art (which I never fully
mastered) to keeping a game within a few hours. Prepare
good maps and some other visual aids for the players
(like graphics of significant places and objects). These
definitely move the game along. Good maps are the best
thing, since visualizing where you are is the most time
consuming thing for players.
- Choose a relatively familiar location for the module (an
inn, a regular dungeon, a castle, etc.). This will make
it much less difficult to get the ball rolling (again,
that visualization thing). I have adapted movies (The
Warriors, Die Hard, The Running Man, etc.) using AD&D
and GURPS and been very successful at getting the players
off and running very fast.
- You MUST playtest your scenario to see how long it runs.
- You must also prepare 'toss away' sections of the module,
so that if one section starts running too long, you can
throw away another section and still have the players
reach the end. I find it disheartening, personally, and
players have expressed it to me when you don't finish the
module.
- Prepare character sheets. Often people won't bring their
own characters or want them to be in your one-time
module. You must have characters for those people.
- Be ready to wing it. I'm sure as a GM you have found that
the players do something you did not anticipate in a
module. That is not too bad when you have time to deal
with it, but in a tournament situation you have to be
very quick on your feet. Playtesting the module will
help, but it is also useful to simply dream up some ideas
for how to get the players back on track if they veer
off.
- When GM'ing, be very animated and enthusiastic. There is
nothing worse than a GM who sits behind his screens and
talks to you over them. Get up; move around; use your
body to describe situations, monsters, NPC's, etc. The
more excitement you build up in the players, the more
inclined they are to move quickly through the module.
- In the module, set a deadline for the characters
("You must bring the potion back by midnight, or the
princess will die."). Again, it help move things
along and prevents them from getting hung up in any one
spot in the module.
- Choose mid-day time slots. Players are half-awake in the
morning, and fading out at night. Shoot for something in
the late afternoon, or early evening. Makes for much more
animated play.
Hope that helps. If you have any more advice for the
con-goer, drop me a note I will add it
to this page.
Adam Lesh
Editor-In-Chief
[Return to Table of Contents]
Copyright © 1995 Apocrypha, All Rights Reserved.
Questions and comments are most welcome. Send them to alesh@pobox.com