D&D One-Shots, Part 4: More Tips

I’ve spent the best part of the summer running D&D5e for (relative) newcomers to the hobby. I’m at the point where I’m probably going to take a breather and look to my shelves for some other games to prep one-shots of now, but I’ve learned a few more things that are worth sharing since the first post that started it all. So, here goes:

Maps Are Good, Even Without Minis

A map – even one sketched with a Sharpie on plain paper – is really useful if you’ve got a set-piece combat scene. I’ve talked before about how I’m not a huge fan of minis and grids – and in this context it makes the game a little bit more complex – but a map is really useful. Next time I run, I’ll try and find some evocative art as well – even just pictures of a monster or scene – to help players get into the moment.

This is what a table for 12 D&D players looks like

Ambitious Stuff Works!

Over the summer, I ran a D&D Activity Group with another GM on a residential week. We had 12 players in two groups of 6, playing for 1hr 15min a day for the week. We thought up linked plots for our groups – one was escorting a pair of children who would turn out to be werewolves, one was hunting a beast from the town who turned out to be an escaped werewolf. We had four sessions as separate groups, and managed to drag them together so the final two sessions could be a huge 12-player group as they joined forces to face the source of both of their problems.

We had a real range of experiences in the game – a couple of experienced players (more on them later), some who had played a few times before, and some completely new to the hobby. Now, I’m not going to run for 12 players again very soon – but the session where they linked up and shared their stories was -amazing-. It’s the kind of ambitious cross-campaign shenanigans that I’m usually wary of, but thanks to my amazing co-GM we managed to pull it off. So don’t shy away from doing the epic. It works.

Bring Dice, In Sets

For my games, I’ve brought a big pile of dice and got my players to pick out their own d20 and any other dice they might need. This is not the best way, I learned from my co-GM in the werewolf game. The best way is to have a set of dice for each player. They have their own dice, can move them around and put them on their character sheet, and have ownership of them for the game. A player’s relationship with their dice is a key part of the game, and by having their own they get to try this.

Use Your Expertise

If you’re lucky enough to have a few players with some experience in your group, use them! Conventional wisdom might say to encourage them to play the more complex classes – the wizard or the sorcerer – but I’d say that it works better having the player next to them playing those, and them helping them out. They need to have a players handbook – they can look up spells, if you don’t have spell cards, and even conditions – I’m a big fan of saying, eg “OK, you’re weakened – Scott, what does that mean in-game?” and letting them manage it.

Use The Good Stuff Out There

I’ve mentioned Spell Cards, but having the Monster Cards lets you avoid juggling a monster manual and you can show them the art on the back. I have run Goblin Gully a few times (with my adapted notes here), but I also found Troll Trouble by Gary Whicker to be an excellent first level adventure – a good mixture of dungeoneering, role-play, and interesting action scenes. It’s a long time since I’ve run it, but The Goblins and The Pie Shop is a fun little one-shot too that I posted up on here. Come to think of it, it still sees a lot of traffic, so I’m planning to put some more 1st-level one-shots on here as I write them. But for now, I need a break from D&D – you can have too much of a good thing after all.

D&D5e One-Shots, Part 1: Getting Started

Previously, I told everyone they should be running D&D5e one-shots. Here, I shared some of my techniques for pregens, as well as some actual pregens. In the next few posts, I’m going to actually talk about what techniques and tricks I use to make D&D5e one-shots sing, starting with the start of the session. For this post, I’m assuming that you’re running for players who have played D&D or another tabletop RPG before – my next post will be about players who are completely brand new.

Pregens / Characters

D&D5e is unusual in that, thanks to Adventurer’s League, often players will expect to be able to bring their own characters to the table. Also, if they have D&D Beyond, they can probably whip up a character in 10 minutes to your spec. I try to embrace this as much as I can – if I advertise a game, I’ll be clear that although I’ll bring pregens, if they’ve got (standard array) characters at the right level, I’m happy to have them instead. They do have to meet that spec though – no “I randomly rolled these stats,” or “My sorcerer is 4th level instead of 2nd, is that still ok?” – again, with the app it’s really easy to make those adjustments, so they should be at least initially balanced to the other PCs.

I usually turn up with a selection of my own pregens, a few extras from the excellent FastCharacter website, and let them pick. Running D&D, of course, that you might well have players who really know the system – so if they want to adapt or change stuff from a pregen, they can usually just go ahead and do it.

Forming a Party

This does mean that you can often have a fairly disparate band of PCs at the start of the session. I’m blogged here about using charged questions to help bring groups together, but I’ve recently started using Backstory Cards, and these have worked really well to not only tie a group together but also tie them to the setting.

With Backstory Cards, you have a few lists of individuals, groups, and locations, and then ask questions of the players to establish some shared history. With a set of cards, they can be drawn at random by the players, but I just pick some interesting questions from the cards and my lists, and manage it so that everyone gets some screen time.

Example questions might include:

  • Pools, you and Fuuwde did something in Hightower that at least one of you regrets, or is ashamed of. What lengths will you go to hide it?
  • Van Erp, your allegiances aren’t clear when it comes to the Dock Rats thieves’ guild. How did Jansora find out? What don’t they know?

As you can see the questions are pretty multi-levelled – I’m not too bothered if we don’t get right to the bottom of the question – just spitballing a heist in Hightower that went wrong will be enough to bond the players together. I use a mixture of groups, individuals and places from the one-shot itself, and peripheral to it – so, although the city watch might not specifically be mentioned in the scenario, they are around, and having some history with them means they can be on stage during scenes as much as the players (and I) want.

I do this straight after an introduction – so the start of the session looks like this:

  • players go round the table and introduce their PC’s name, race, class, and anything obvious they have set in their mind about them
  • we do the backstory cards – making sure that each PC gets some screen time. I’ll use this to drip-feed anything important about the setting, too, as they do this – sometimes I’ll amend my prep notes as well if something particularly juicy comes out
  • players introduce their PCs properly. I get them to do this like an opening montage in a cheesy TV series, like Robin of Sherwood or Quantum Leap – we see each PC in the middle of an action scene from a previous (or future) adventure, doing something that defines them in some way

This all of course takes a bit of time, but it’s well spent. At the end of this process (which I normally budget about 30 minutes for, longer if players faff around with their characters) you should have an adventuring party, rather than a collection of individuals. I’ve lost count of how many one-shots (and D&D is over-represented here) where half an hour in I still didn’t know the character names of my fellow PCs.

So that’s my approach for the start of the session. In my next post, I’ll talk about running D&D one-shots for players that are completely brand new to Tabletop RPGs, which simplifies some of these ideas a bit.

Why Aren’t You Running D&D One Shots?

Periodically, a discussion starts online like this –

“I have a friend / colleague / partner / child who wants to try D&D. What should I run for them that’s a good introduction to the hobby?”

…and the discussion then proceeds with lots of helpful advice about what system to use, people suggesting their favourites – D100 because the probabilities are easy, Fate because the narrative aspects are easy to grab, Fighting Fantasy because they’ll know the system from the books, that sort of thing.

And they’re all wrong.

If somebody wants to play D&D, you should run D&D for them. It’s not complex, and is (finally – in its current edition) a really intuitive, straightforward, balanced system. As a wider hobby, those of us who run non-D&D games need to get over ourselves that D&D can’t be as good as our favourite game just because it’s popular, and maybe consider that actually that popularity might be in fact because it’s really quite good.

For the first time in the history of the hobby, it’s staggeringly easy to ‘get into’ D&D – Critical Role and similar AP series have made people realise how much fun it can be, and it gets generally sympathetic media coverage. So, we should just accept that D&D is a good entry point to the hobby – yes, of course, there are other games, but D&D is one of those games.

But everybody else runs D&D!

Unless your local area has a flourishing, and welcoming, D&D Adventurers League, I’d counter this that there aren’t all that many people running D&D One-Shots. There are lots of D&D Campaigns going on, but even a quick review of Adventurer’s League shows that the vast majority of adventures featured are designed to be slotted into an ongoing campaign. As previously discussed, the one-shot format (and ideally the short-one-shot format) is an easier way for newcomers to access the hobby.

But I don’t like D&D!

Don’t you? How much D&D5e have you played, or run? I know people who aren’t keen on the fantasy genre, which is fair enough, but a lot of people who claim to not like D&D tend to hold this view from previous editions. I mean, certainly, don’t run the game if you don’t like it, but be open about that, and tell your potential hobbyist that your reluctance to run D&D is because of your own tastes, and not that…

But D&D Is Rubbish! It’s not as good / realistic / fun as Runequest / Fate / Dungeon World!

Look, D&D doesn’t do all genres well. But it does do D&D Fantasy very well – as you might expect. It emulates its own genre perfectly, if you like. Sure, see previous answer, but if you have somebody who is keen to engage with the hobby, telling them that the one thing they are interested in isn’t as good as another game with lower exposure isn’t going to draw them into the hobby. Run D&D first. Then you can tell them about Runequest, if they’re into ducks.

D&D Is Too Complicated!

character sheet comparison

It’s not. One of the great design aspects in D&D5e is that the first two levels are training levels for each of the classes. First level D&D is really easy to play, 2nd level adds in one or two more options, and it’s not until 3rd that PCs really start to get some complexity and depth. Even then, it’s a nice balance where system mastery is much less important than in many other games, so it’s much more forgiving for the new player to pick up.

I do think that a lot of D&D Character Sheets look too complicated – I’ve been working on my own designs that look like the picture here (I copied them off (I think) someone from Critical Role who posted a photo of their sheets for a one-shot) – and will be posting more on this site over the next few weeks.

So Run Some D&D

So, if I can implore you, rather than complain about everyone wanting to play D&D and how they aren’t interested in your favourite system, just run some D&D. In my next post, I’ll cover some ways to make it work – because of the exposure and expected play styles, D&D one shots are a little bit different to other games.

And don’t look down your noses at D&D – it’s not becoming for the hobby for us to throw our game vs. game wars at newcomers, and as well D&D5e is really really good. I’m spending some time over the summer making sure I always have some D&D ready to run – in part because I have a few friends who are interested, and I want their first D&D experience – and their first TTRPG experience – to be awesome.

Review: Legend of the Five Rings Beginner Game

After writing about the Call of Cthulhu Starter Set, I thought I’d look at some other starter sets to compare how useful they are for the one-shot GM. Legend of the Five Rings (L5R) is a ‘classic’ system of Samurai action, where warring clans battle against taint and shadow (and each other) while labouring under the demands of Bushido. It’s a complex setting, and one that treads a careful line between authenticity and excitement; in previous editions, combat was lethal and fast, with a very ‘trad’ take on the realism of action. FFG’s new edition takes all that and adds, naturally, funky dice, and a variant of the Roll & Keep system. Hard core fantasy samurai intrigue may not be your thing, but the L5R Beginner Game is really good at one thing – in that it presents a tutorial level for the game.

 

The box itself contains a Rule Book, an Adventure Book, four very pretty pregen booklets (another three are available online for free at FFG’s website, under Player Resources), a nice map of Rokugan (the land of L5R) and a card set of counters with 59 counters for PCs and NPCs from the game. There are also, of course, a set of the dice – black d6s and white d12s for Rings and Skills respectively.

The Fluff

It’s like Feudal Japan, but every clan has easily-interpreted animal names, have a history of war and rebellion where they all maintain their stereotyped positions as their fortunes wax and wane. There are shugenja, tattooed monks, and ninja. Magic is dealing with Kami and learning spells if you’re a goody, consorting with demons and Tainted Shadow if you’re a baddy.

The clans have a long and storied history of who used to be in charge and who is now in charge – I remember starting to read the previous edition’s history chapter before remembering that this all comes from a CCG – clan loyalties, powers and even abilities were re-imagined for every new release. I’d ignore it if I were you and concentrate on skewering dishonor with a well-hewn katana.

The Beginner Game tackles head on one of L5R’s setting conundrums – the game is clearly designed to have a mixture of Clans in each party, but also begs the question of why they would work together? Some Clans are allied, some are rivals – there’s a challenge inherent in the setting as to why, say, your Dragon Clan Agasha Mystic is throwing in their lot with a brutal Crab Clan Hida Defender. It does this by taking a staple of the fiction and using it in a very efficient way – the PCs are to compete in the Topaz Championship, a chance for young Samurai to test themselves against one another and the best of all the Clans. Of course, intrigue ensues, and there are additional supplements that detail how the PCs can end up as Emerald Magistrates – roving Mouse Guard-like problem solvers – but the starter adventure throws them together and gives them a reason to stick together.

The Crunch

Where the Beginner Box really shines is in using the Topaz Championship to teach the rules. There’s a minor roleplay encounter first, without any dice rolling, before a short encounter that can be resolved with a simple skill test. There are contests (the Championship itself) and then a low-stakes ‘brawl’ before the PCs “level up” to the strength of full starter PCs (replacing their training swords with katana) and have to deal with the real problems.

This is structured in such a clever way that it could be the blueprint for a crunch-heavy one-shot. In teaching the system step by step, it manages to introduce a fairly complex and unforgiving rules set in a manageable way. Along the way, it manages to teach parts of the setting, which – as you may have gathered – is a little complicated as well.

Without turning this into a full review of the system, there’s an awful lot I like about the new L5R rules. Strife, for example – it accumulates as a result of complications on tests, and when you hit your Composure total you suffer an ‘Unmasking’ and you break what’s expected of you. This might mean you lash out angrily with a hard word – each PC has a suggested Unmasking action. It’s a clever way of reinforcing the expectations of Bushido, and gives a mechanical way to let players rub against it in a dramatic way.

The gradual introduction of rules is necessary, I think – there are some parts of the system that take some mastery. Dice pools are assembled from an Approach- the Attributes of the game, or Rings – and a Skill (of which I am pleased to say there are a relatively small number). There is usually more than one way to skin a cat when you make a skill roll – literally, I’d say, in that case – it’s probably Fire + Survival as you wouldn’t normally skin such an animal, but a case could be made for Earth, Water, or even Void if you’re skinning it to placate a Kami nearby. I think the best way to play this is to be flexible to the players, letting them negotiate which to use if they can make a case for it while being wary of players rolling their best Approach all the time.

The One Shot

If you’re looking to teach the rules of L5R in order to put a campaign together, this is brilliant. If you’re looking for a convention game to offer where some players may already be familiar with the system (even from earlier editions) – this may not be usable as-is. Buy it and read it, though – this is an excellent example of how to structure a complex system in a one-shot (I did talk a bit about this in this post, as well).

It’s also great for showing how to structure a ‘contest’ one-shot – from medieval jousts to Quidditch championships, it shows how to structure a game around this that lets players both compete in the events and investigate what is happening around them. And it’s great to pick up the rules for L5R yourself, too – I sometimes wish more adventures were around that spelled out the rules as they are introduced – but that might just be because I’m looking at lots of Starter Sets at the moment.

Myself, for a L5R one-shot I’d use a similar structure, maybe starting with a low-stakes social conflict, and use full starting PCs – they have a deal more flexibility than the 0-level pregens provided. I’d probably limit my pregens to two or three clans, and try and highlight the differences between them – zoom in on the conflict and different approaches of the two Clans’ traditional approaches to the problem. When I’ve prepped it, I’ll post it on here. I’ve never managed to get into an L5R one-shot at conventions – if you’ve run one, feel free to comment below about it – for this or an earlier edition.

Review: Call of Cthulhu Starter Set

I have a complicated relationship with Call of Cthulhu (CoC), Chaosium’s venerable, once disappeared, now resurrected d100 game of acute sanity-smashing horror. Like Traveller, terrible experiences in my early days as a player have made me resist it’s appeal. Unlike Traveller, I suspect that CoC is really quite good. It takes the right GM (or “Keeper,” in CoC parlance) to make it sing, certainly; but it’s an ever-present at UK conventions now – the tendency for PCs to die or go insane in the face of cosmic horror makes it an ideal one-shot game.

So, the Starter Set. It’s a slim boxed set, with three books, handouts, investigator sheets (some pre-generated – always useful, some blank), and a set of dice – with an extra tens d10 for bonus dice rolls. Like all Chaosium’s recent products, it has stunning art and layout, although the covers of the books leave me cold with their massive text and small pictures.

The Fluff

20190626_173110Alongside the pregens, there are four adventures in this starter set. The first, Alone Against The Flames, is a choose-your-own-adventure solo game, in which you generate your investigator (which is a nice touch!) and attempt to avoid being burned in said flames. I know from my own experience that these things are a bugger to edit and write, but it’s a great way to learn the basics of the rules and even character generation, and well worth the effort. It would be great if new games could have something like this – I can think of only this and the excellent Monkey 2nd incarnation that have this.

The next adventure is Paper Chase, a one-on-one (“Duet,” is I think what the cool kids call them these days) adventure; and Edge of Darkness and Dead Man Stomp, two ‘traditional’ group Cthulhu adventures. These are, I believe, all ‘classic’ CoC adventures that have been updated and revised, which is no bad thing. All do very well to showcase what 1920s CoC is all about – investigative, slow-burn but not boring, and satisfyingly dangerous.

What the adventures are also excellent for is explaining how to run them. There’s plenty of advice for the GM, sorry, Keeper, and reminders about rules which are really helpful. I wouldn’t mind more of this in all published adventures – I like a reminder of rules I’m likely to forget – and ideas for pacing and what to do if the players get off track. Dead Man Stomp also has a mature and helpful section on how to address racism in the 1920s – the adventure is set in Harlem – in a sensitive way.

The Crunch

The second book contains “introductory rules,” and is easily the slimmest of the three. It manages despite this to contain character generation, skill description, and sanity and combat mechanics, which is admirable. I’d go so far as to say you could just use this for long-term play – you could easily buy Doors to Darkness after this and continue your game.

What’s great is to see them condense what appears as a traditional “hardback book” game with plenty of rules into a slim pamphlet with just the important ones. I guess this does demand the question of what else is in those two big hardback books that makes your game better – and the answer of course is Chase rules; every game needs Chase rules, and Luck spends and more gorgeous art of course.

The One-Shot

This is an excellent resource for the one-shot GM. Both of the two full-party adventures are ideal for single-session play, and contain a lot of explained structure that really helps you to think about prepping your own investigative one-shot (for more on this, see the series I did that starts here).

Indeed, this is an ideal entry drug to the joys of Cthulhu one-shots, to the point where I’m actually considering running Dead Man Stomp myself at one of my meetups – as much to get my Cthulhu chops in as anything.

All in all, a great product – and a fine addition to the new crop of Starter Sets. Even if you play Trail of Cthulhu or Cthulhu Hack, all the adventures in it are classics that it’s easy to drift or steal structure from – and it’s excellent value.

Running at Conventions, Part 2: Bringing the Bling

In Part 1, I talked about beating the nerves before a con game. I’m now going to tacle another part of prep – the bling that you can bring to the table. I have to admit first off that I’m not always the biggest fan of bling. Bling for bling’s sake is no good, and it’s absolutely no substitute for a well prepared game with engaging pregens and NPCs. I’ve been in a few games where there were plastic standees and pretty maps, but no core plot, and they didn’t fix the game.

I’m going to split bling into three sections – Must-Haves, Setting, and System. Must-Haves, as you might expect, are the things you need to run the game – which often have some bling within them. Setting bling helps your players to understand the world, while System bling helps them understand the rules.

Must-Haves

character sheet comparison

D&D5e sheet. I think his Acrobatics bonus is wrong, now I look at it

You need character sheets. Most games, these are pregens. You’ve got a number of options – whatever the system provides, either written on with your neatest handwriting or form-filled in a .pdf, or ones of your own design. I’ve seen some nice pregen sheets where the GM has used photoshop to design a flavourful sheet that gets into genre. I don’t do this. I tend to use my own sheets, but it’s usually on Word, and I try to prioritise clarity at the table over looking pretty. I’m proud of my D&D5e character sheets – which I think I borrowed heavily from a twitter post from a Critical Role-er – and if you can get a clear, clean sheet, that wins for me. I sometimes laminate – if I’m going to use them more than once, I almost always do.

You need dice, pencils. Wipe-pens if your sheets are laminated. Don’t assume that all players will bring these things – in any given con game, at least two won’t bring anything. Specialist dice, you need enough for a big pile in the middle of the table – and be aware of dice requirements even for traditional dice. When I run 13th Age at 4th level+, I make sure I’ve got stacks of d8s, for instance – similarly for Marvel Heroic or other Cortex games, it’s d8s that often run short. For a d6 dice pool system, having a couple of blocks that are the same colour makes it easy to distinguish yours from the players’ when they have to borrow them.

(For Marvel Heroic, when I used to run it a lot, I had a 6-piece rubber muffin tin for my dice, each one filled with d4 – d6 – d8 – d10 – d12 – plot point tokens so that players could easily assemble their handful-of-dice for each task)

You need water (to drink, if that isn’t obvious), and I consider a stack of index cards (either card or wipeable) essential, too. For initiative, for writing down NPC names and sticking in the middle of the table, for Fate Aspects, for writing down player and PC names.

Setting Bling

Different settings sometimes require bling – although I’m not a huge fan of character portraits as I prefer to leave it up to my players to set the appearance of their character. There are compelling arguments either way though!

My usual setting bling just runs to some picture sheets that give some ideas for what various things in the setting might look like. I adapted (stole) the idea from Gaz of the Smart Party, who in a Tales from the Loop game got some of the evocative Simon Stålenhag photos to add to the mood of the table. I use them in a more direct way – when I run Glorantha (usually 13G) I have a Friends sheet, that shows what Ducks and Trolls look like, along with some Orlanthi so the players have some idea what they might look like, and a Foes sheet with Walktapi, Broo, and Scorpion Men on.

You can get play mats printed of course, and the Big Book of Battle-Maps looks like an amazing investment if you use that sort of thing (even without grids, it’s often useful to be able to position PCs in the action). I try to have pictures of NPCs ready, but often I don’t – I do have name cards to put into the middle of the table, to avoid all the players having to write down someone’s name when they meet them (and often ask how to spell it).

Other useful setting bling, aside from character art and standees, include lists of names. Even when I’m fully prepped, I’ll often have to name NPCs on the fly, for when the players decide to interview a previously-unimportant bystander, and it’s nearly impossible to get names at short notice. I’m a fan of Fantasy Name Generators and the Story-Games Names Project to get my lists from, but there are many others out there.

System Bling

bling

Some of my bling. I need a bigger ARU.

I’ve written about this before, in posts about running Fate and Conan one-shots, but here’s my general rule: if players (including yourself) have an economy they spend and need to track, they should have something to track it with.

I usually use simple glass beads, purchased as huge job lot from Dice Shop Online when I was running Tenra Bansho Zero and needed up to a hundred, but it’s nice if you can get something thematically appropriate. I have Campaign Coins for Fantasy games (Fate and Fortune points in WHFRP, Fortune in 7th Sea 2nd ed.) and little plastic skulls to track Doom in Conan 2d20. All Rolled Up sell lots of things you can use for this, including plastic counters you can draw your own symbols on that can be used for loads of things.

Cards are also incredibly useful, and it’s always worth a quick poke around the internet before running a game, as often people will have produced them already, even if there aren’t ‘official’ ones available. I wouldn’t dream of running Mouse Guard without the Action Deck, because it makes selecting your three-rounds-in-advance combat actions so straightforward, and there’s something awesome about giving a player a condition and handing them the card with them on.

One-sheet rules summaries are really useful, too. I like to make my own for behind the screen with rules I’m likely to forget (healing rules, usually, or the ‘what happens at 0hp’ question – things that are important but rarely come up). If the players have resources to spend, I’d strongly suggest that they need a sheet telling them what they can spend them on – this can just be a printout of that bit of the .pdf. If your game has critical hits or fumbles, having them printed out so the player can roll on them is better than them having you look them up in the book for them – if it’s feasible to have printouts of these.

All these things can, of course, be laminated, and that will make them re-usable for lots of games. All of which does add up to The Grognard Files’ claim that convention games are a conspiracy by stationers’ and printer manufacturers – we will get through a lot of ink to get these things ready. But they’re worth it, and you can pick and choose which you think is right.

Is there anything I’ve missed? Bling at the convention table has increased in my experience just in the last couple of years, while at the same time miniatures seem to be less common – what’s the best bling you’ve seen at the table?

I’ll be returning to talk about Convention Gaming in a few months – in the meantime, I have some reviews to get posted up. As always, if there’s anything you’d like to see on the blog, drop a comment here or get me on Twitter @milnermaths.

Running at Conventions, Part 1: Beating the Nerves

I’m just back from UK Games Expo, the UK’s biggest games convention, one of the highlights of which was hearing The Smart Party (plus Grognard Files and Jackson Elias representatives) talk about Running Games at Conventions. My most recent post about pregen prep even got a shout out, and you can just about hear my mumbling across the floor talking about 13th Age, and Con games being a lot about demoing/teaching the game.

One comment in particular stood out for me – Paul Fricker talked about getting nervous before convention games. It’s reassuring to hear someone who runs all the time talk about it! A quick twitter survey revealed a big diversity of reactions from those of us who regularly GM at conventions, from those who didn’t really get it any more, to those who find it a major issue.

And it is. To run a game in front of strangers, in a fixed time slot, in a strange place, is challenging. Myself, I still get a frisson of edginess before I run a game – much less than I used to, and I’m trying to explain how I minimise it in these posts. I used to worry terribly about con games, but I’ve got it down now to a positive shot of adrenaline, like Paul has, and I think this is how….

1. Accept That It’s Not Easy – and Do The Human Stuff

Running a con game is not going to be easy. Leaving all the nonsense about the GM being responsible for everyone’s fun aside (they aren’t), you still have responsibility for the social contract, for making sure everyone is comfortable, and for bringing the character sheets. I know some very, very experienced GMs who flat out don’t run at conventions – for them the pay-off isn’t worth the stress. Just by pitching up to do it, you’re taking the first step – and it’s impossible that any of your players could do a better job, or they’d be doing it instead.

Indeed, everyone at the table should want you to succeed, and if they don’t, then you shouldn’t care what they think. For me, it’s not so much the social balancing of running for strangers, as it’s the balancing of running for a mixture of friends and strangers – I can’t recall a time I’ve run a con game where there weren’t people who were already familiar with each other at the table.

So do the human stuff. Get everyone to introduce themselves, even if some of them know each other – especially if some of them know each other. I have what is almost a script at the start of each game that covers practical stuff – we will finish to time (I usually finish early, especially in a 4 hour slot), we’ll have 1 or 2 breaks, if you need a break just shout out, if you need a comfort break just go (we’re not in school, are we?), that sort of thing. I used to write bullet points with these things on, so if you think you might forget, do that. Let everyone get drinks or snacks or go to the bathroom before you start, and check everyone is ready to go before you start.

2. Know Your Stuff

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Always plastic poppers

The one thing that still gives me nerves is the practical stuff. At Games Expo, I hadn’t run games there before, and there were a few things to navigate – a booking system via the app to book player tickets in, running times for the slots, where the rooms were – that were my primary sources of stress before the game. 13th Age Glorantha is a crunchy, narratively open system, but I’ve run it plenty of times before. Finding the Windsor room, or booking tickets in on the Expo app, were new to me.

So before most cons I have a cheat sheet about practical stuff. It has slot timings for games, things written down like “find the room” before the slot I need to be in it, and notes on anything I need to do like book players in or order food. This is an A4 sheet that gets folded up and put in the same pocket every time, and it’s there so I can check it if I need to (I usually don’t, like so many things the process of making it is the end product).

All my game prep goes into a plastic popper wallet, pregens, any maps I’m using, index cards if I need them, the rulebook if it’s small. Just like the photo. It’s always a plastic popper wallet so I can glance in my bag and be sure that it’s a game in there. Routines, rituals. I get to the game space early – ridiculously early in the case of Expo, because I wasn’t running anything in the slot previous – and unpack. I scan my notes and highlight anything I need to remember, and sometimes even pick out extra bullet points – all to internalise it as much as possible immediately before running.

3. Know Your Rules

Rules one-sheets are your friend! For many systems you can find them on the internet, but making them is a process that is worthwhile in itself. In condensing the rules I need to know onto a side of A4, I internalise rules and exceptions and build confidence for the game. The aim is to not have to open a book at the table (I have the book in my bag – I’m not infallible!) in ‘normal’ play.

Things that often need to be on this – rules for healing (usually a completely different system to the rest of the game), what happens at 0 hp (your health tracker may vary), the rules for PCs assisting other PCs (again, an exception rule that comes up an awful lot in play). There are others depending on the game; so for 13th Age, I have a list of the conditions so I don’t need to remember what Dazed or Vulnerable actually means.

4. Have Contingencies

I try to make sure I can handle, if needed, from 3 up to n+1 players, where n is the number I advertised for. At Expo I’d heard rumours of drop-outs, so promoted my games for 6 players hoping I’d get 4 or 5, and had one game of 3 and one game of 6, so this didn’t exactly work how I’d planned, but I’d prepped for every option.

In a crunchy game like 13th Age or D&D, I have encounters scaled for each option of number of players – in other, simpler, games, it’s easier to wing it. I try to have some ‘collapsible’ scenes as well that can be easily cut (or rooms, if it’s a location-based adventure like a dungeon – in case I need to cut to the end of the adventure, or the players are having fun just roleplaying instead of advancing the plot). Some idea of where additional clues can be put in case the players get stymied. I’m a big fan of lots of clues, and lots of opportunities to find them.

That’s the first selection of tips for running at conventions. In Part 2, I’ll talk about the least/most important part of prep, and another way to beat the nerves – bringing the bling!