Saturday, 28 June 2014

A note around the table: Running games at Conventions

Convention Play

In the first of a number of articles regarding the nature of the games we play, I’m going to take a look at a number of things about conventions.  In this, I’m looking at a much misunderstood role that’s central to a whole lot of games, and in particular, the way in which it relates to Conventions and the games played within.

The Games Master

Being the Games Master is more than being in charge of the world, it’s literally the responsibility for every single part of the world that’s being played in, and a lot of people let that go to their heads.  Everyone has stories of the GM that made it their story, of the sudden visits from the Emporer of Mankind when Bob the guardsman refused to pay his tab at the local tavern, of foes numerous and complex (that all happened to share physical or social characteristics with the GM) who proved vastly too cunning and capable for all the players schemes, particularly when the players had outlined them out of character only for the villains to prepare cunning counterplans with information that only God could have provided…

When you’re at home, surrounded by friends that you’ve known for years, that’s exactly who and what you are.  You’ve had chance to get to know these people, you know what buttons to press and what not to press, where the limits are and where you can and can’t go.

You’ve got History with these people.

But what about when you’re running for those you don’t know.

The difference between the game that you run at home and the game that you prepare for people at conventions is that they don’t know you (for the most part, there are a few professional GM’s out there with names that draw attention, but they’re few and far between), so they don’t know anything about you or how you roll, and that causes the first problem.

You’ve got No History with these people

So what do to? 

A lot of GM’s I know have a basic understanding of the rules and a knowledge of the world that extends as far as the scenario that they’re running, and for some, that’s enough to get by. 

To be fair, it is enough to Get By...

Getting by is not where we should be aiming for when we’re running games at conventions... 

When we run games at conventions, unless the system is something that’s been dead and unavailable for some years (Cyborg Commando for example), then we’re acting as a representative for that game and by extension, the company that made it and all the effort that went into making it.  Many people go to conventions to try out the new releases and see what they like about it and what they don’t like about it, so there’s a reason why a lot of companies offer a rewards program for demonstrating their games, or in the case of conventions, provide free entry (and sometimes much more) in return for people running games for them. 

It’s a give and give situation with convention games.  I don’t know any conventions that won’t give you free entry for running games, so from the organisers perspective, they give you the freebie of entry and you provide them with a game that will entertain the people that turn up to that convention.  Most of the smaller conventions have no quality control in place to make sure that the people who turn up are running what they say they are, and even fewer have something in place to make sure that the game was some good.

With that in mind, and I appreciate that it’s my personal perspective on these things and from a time before I started running conventions but went to all of them to run. 

These are the rules that I’ve always lived by:

Rule One: Run something you actually want to run...

Most conventions are happy for any game that people will actually play, and with this in mind, you should consider the games that you’re offering to run for them.  If you don’t like running a game, whether it’s the system being used, the setting, the type of dice used, whatever it may be, it will show through when you’re running the game.  No one likes being made to do something that they don’t want to do and this is never more apparent than when you sit down at the table and it’s clear the GM doesn’t want to be there and is already regretting it, and that brings me to...

Rule Two: Have something prepared that you know inside and out...

Some people, mostly the ones who’ve been around since god were a lad, run things from the top of their head, they’ve spent decades getting good at this and they’ve got the time served in the trenches to know that what they’re doing is the right thing, that they won’t get any problem because they know what the players want and can adjust the game on the fly. 

Good for them.

Presuming you’re not one of them, learn the scenario, learn it till you can run it without looking at the book to tell people what comes next.  It doesn’t have to be a complex scenario, some of the most successful games are wandering people around a ten room dungeon with a boss monster, but it doesn’t install confidence in a player that their GM knows what’s going on when you have to read something straight from the book rather than having that knowledge already there for you to use.

If you’ve got a published scenario, be aware the players may know something of it, and therefore might argue if you get it wrong and they can prove it. If you’re running something you made, keep notes handy by all means, creature stats somewhere you can easily access, but the meat of the adventure, the parts where the players are roleing and not rolling, you need to have that in your head, which brings me to...

Rule Three: Learn the system.

This may seem like common sense, but it’s astounding how many GM’s turn up with only the basics of the system (which dice it runs on, what target number the players need to aim for) and hope to fudge the rest.  In the case of those who’ve never played the system, it’s not a problem, as any issue with the rules can be glossed over with handwavium, but when you get a single player at the table who knows any of the rules slightly more than you do (and worse, has a copy of the book with them), and it’s not the system that looks bad, it’s you.  I’m not talking about the rules lawyers that pick out page 27, paragraph 2, line 3, but the ones who know the basic system enough to know that you made a mistake with the basics.

Some systems (any of the new star wars as a prime example) have specialist dice that you need to be familiar with, you need to know what each symbol means and you need to be able to explain that quickly and easily to anyone playing the game.  If it means learning a whole new book that you don’t want to learn, look back up to rule one, if it means offering a game in one universe while using a system from another one, make that clear when you offer the game up, as it will change the dynamic significantly depending on the system you run things with.  For all those saying that the system doesn’t make that much difference, try running a FATE based game using Rolemaster rules and watch how many players get up and walk after seeing the character sheet.

And on the subject of players expectations...

Rule Four: Give the players the time they booked for...

A lot of scenarios are in the three to four hour range in terms of time allotted.  This means that allowing for a half hours orientation on the game, mechanics, characters and background, you should have between two and three hours game to run the players through.  If your game can be run through in an hour, consider this before you advertise it as four, padding can be done with any game, but too much of it and it becomes very apparent that you’re padding and there’s nothing left in the scenario box.  Equally, if it’s an opera that will take six hours if the players set off at a sprint and don’t ever slow down, be aware that you’ll have to cut something out to get it to fit in four hours or even run down the line of a TPK, which brings me to...

Rule Five: You keep what you kill...

TPK doesn’t always mean Total Party Kill. It can mean Tradehall! Party! Kan’t be bothered! (And if you pronounce Kan’t in an east london accent, you’re likely to understand what your player will think of you if you do this too often) and it’s one of the original ways of making sure the game ends quickly so that you, the GM, can get back to looking around the convention yourself and having a good time whilst still getting your rewards.

Last year, we had a GM come back after an hour saying that the whole party was dead.  When asked what happened, he shrugged, unconcerned, and said “Sometime’s that’s how that scenario goes”. 

His players were less impressed at his nonchalance. 

He was not invited back this year.

At Expo I take particular pride that I (now anyway) hardly ever have to refund a player for a bad game, the people I have running games for me there are all good GM’s, every one of them skilled and able, and as a result, even when a TPK is registered, they’ve had a good time getting there and some game systems (Paranoia anyone?) encourage that frantic method of playing where the players end up shooting each other to bits and have a good time doing it.

But a cautionary word...

Some players react really well to the idea that they just got mullered, some really don’t, and while some element of danger needs to be present in the game or it just turns into a paint by numbers, the challenge should always be tailored to the characters that are present (if using pregens) or the characters that are expected (if allowing or encouraging people to bring their own characters). 

If all the players die within minutes, start over, give them another chance, because otherwise, you’re not just killing their characters, you’re killing your reputation.

And unlike the characters, raise dead doesn’t work on your reputation...

Rule Six:  Don’t be late, Don’t ever be late...

Whether it looks like it or not, the table that you’re running for is your house for the duration of that whole game, they’re coming to you to play a game, and the expectation is just the same as if you had your friends over, if they all turn up and you’re not in, they get confused. I’m not saying that it’s house rules and you need to have the beers chilled and the snacks ready, but when the players turn up, they want to find you there, ready for them, rules book on one side, character sheets on the other, ready to give them their game.

When they turn up and you’re not there, they get anxious

“What if I’m in the wrong room?”
“What if the GM’s in the wrong room?”
“Is the game still running?”
“Should I be here?”

None of this makes for a good starting atmosphere, particularly if you run in ten minutes after kick off and then start distributing things to a table that may have already lost some of the players because they figured the game was called off, and the others have got the impression that you either didn’t know what time you were running, or you just couldn’t be bothered to get there for them...

You might not be getting paid in cold hard cash, but you’re there to do a job and it’s the best job in the world, it’s giving other people a good time, it’s making the world a little shinier, if only for six people for three hours.

What you don’t see as an isolated GM (and I do as the one who looks over all of it), is that those people come back to the front desk and tell me what an awesome (or awful) time they had, and how much they liked (or loathed) the game they played in, and I keep a track of that, and those people I get the good reports back in from are the ones I go to every time.  In the case of the best GM’s, they’re the ones I go to when I have special events that I need quality people for, they’re the ones I organise things around, and when they come to me with ideas for special events, they’re the ones I listen to, and I’m not the only organiser to make those lists.

The list isn’t exclusive, and certainly it only reflects my personal thoughts when it comes to convention games, but I believe that one good GM is worth ten bad ones, because the one GM who provides an excellent game will literally have sold copies of the game they’re running to every player at that table, whereas the ten bad GM’s will have ensured that those players go away with bad thoughts when they think of that game.

Consider which of those the games companies will want running their games...

Consider which of those the convention organisers want to see coming back...

Consider if it’s worth upping your game to meet those expectations...


And let me know your thoughts in return.