Rules for a Good Convention Game
- Get To The Action! The number one priority for a convention game is to show what is great about this game system and to do it quick. Unlike a session with your local group, you only have 4 (or 6 or 8) hours to get the characters into the action and tell a complete story. Anything that slows down this process, even including the rules themselves, needs to be ditched.
- Use Pregenerated Characters. If possible make the characters ahead of time. This allows you to craft them to the story you intend to tell both in terms of motivation and abilities. Pregens ensure no character ends up with a set of useless skills.
- Make Character Generation Quick. If you don't use pregens, use a system that allows characters to be built quickly (preferably under 15 minutes) or one where character creation itself is part of the game (like in Fate where the players weave together the party and establish some of the world).
- Schedule Your Scenes. You have only so many hours to complete your story so when planning your game, make sure you have the right number of combats and social scenes. When in doubt of whether you can fit it in, remove the scene. It is better to finish the narrative early than finish the session with no resolution. Don't expect players to stay longer or come back later to see how it ends. They will not.
- Adapt Your Pacing. If early scenes run long be prepared to remove later scenes, shorten conflicts and streamline the adventure on the fly so you reach the conclusion on schedule. If however your players are steam rolling the opposition you can spare some time to try that optional rule set or allow them to argue in character about their final plans.
- Simplify the Mechanics! Ideally you want people to grasp the basic mechanics in under 15 minutes. Trim down the system to the bare minimum. If there are optional systems you want to highlight (such as a chase system or some aspect of combat) save that explanation for the relevant scene and keep it simple. You may also need to alter mechanics that are geared toward longer games such as experience for certain actions or long-term fatigue rules.
- Make the Rules Easily Accessible. Once you've distilled the system to minimal complexity you might give players a handout containing the important parts. This is most helpful in the case where only some characters have certain powers or abilities. Try to keep these rules packets short as well, a page or two is sufficient without being overwhelming.
- Plan For Breaks. If your game is scheduled through a meal time (like Noon or 6 PM), plan to have at least a 15 minute break so people can eat and refresh. A short 5 minute break every few hours is a good plan in general. In line with adjusting your pacing, try to avoid mid combat or social conflict breaks. End on cliff hangers if you want but make sure you can pick up quickly even if you have a straggler or two.
- Include Customization. This runs a bit counter to the advice above but if you can give your players a few options in defining their characters it can help invest them in the game. Allowing them to choose the name and gender of the character is a good option. Other ideas I've seen include providing a few unspent points to raise skills or abilities and the choice between a lighter and darker version of the character.
- Control the Atmosphere. This is highly dependant on where your game is set. If you are in a massive hall with a dozen or more other games there isn't much you can do. However if you've got some privacy, ambient or immersive music can be a nice addition. Handouts are also a nice thing to include.
Hope this helps all of you tempted to run a convention game!
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