Its funny because a lot of what I hate during campaign play, I'm more ok with at a con or a public RPG day. I typically just come at the game with a lot of enthusiasm, and I'm more likely to make house rules if everyone at the table agrees thats where the narrative should go - I dial down the lethality until the last 30 minutes of the game and failed rolls/threats/devil's bargains/etc aren't as hard. - I'm totally ok with railroading players if required by the 4 hour timeslot. - I'm ok with taking the reigns and providing more narrative than a GM usually would in a fiction first game. Some people have a lot of difficulty getting out of the "GM runs the story of games" mindset and sometimes need to be pushed along for everyone to have a good time. I never run the game til the clock runs out. As everyone's packing up and leaving, I'll mention where I flubbed the rules or how things would be different in campaign play.
Oh I like the idea of letting players know how you'd run it differently in campaign. As well as the dialing down how lethal the game is. Nothing like having your character die in the first hour. (Unless it's Ryan's horror game where he pre-warned the players their characters would probably die and they'd get a new character when that happened)
I played Quiet Year a couple months ago. Really cool. An interesting perspective is playing in the store on a game day vs. a home game or convention game. I think it skews towards being more convention game, but there are aspects of running the game in a store for friends and strangers that can feel like a home game as well. I know for convention games my prep tends towards more minimalist. Only the things I need. I count out the space in my box. Don't bring all the dice. I will tend to stick to the most common interpretation of the rules. How much time I spend depends on the conventions' time slot as well. Dragoncon does not build in time between slots, so you have to finish at least 15 minutes early if you can. Regional Cons may also have different rules than the bigger conventions. I am going to MACE in November in NC for the first time. It will be interesting to see how that works.
So I've only done a couple. One was a children's gaming con where I ran 5e. I've also done stratigicon and run gurps for Steve Jackson have games. Both fun, but wildly different
Its funny because a lot of what I hate during campaign play, I'm more ok with at a con or a public RPG day. I typically just come at the game with a lot of enthusiasm, and I'm more likely to make house rules if everyone at the table agrees thats where the narrative should go - I dial down the lethality until the last 30 minutes of the game and failed rolls/threats/devil's bargains/etc aren't as hard. - I'm totally ok with railroading players if required by the 4 hour timeslot. - I'm ok with taking the reigns and providing more narrative than a GM usually would in a fiction first game. Some people have a lot of difficulty getting out of the "GM runs the story of games" mindset and sometimes need to be pushed along for everyone to have a good time. I never run the game til the clock runs out. As everyone's packing up and leaving, I'll mention where I flubbed the rules or how things would be different in campaign play.
Agree about the things that I dislike during homegames (like feeling railroaded) I'm totally ok with at a Convention game. I like the idea of mentioning any rule mix ups or how things might be different in a campaign!
Goes and looks up crash pandas :D
Oh you are in for a treat!
Crash Pandas Critical Role one-shot
ua-cam.com/video/c9EP7jiVJnU/v-deo.html
Its funny because a lot of what I hate during campaign play, I'm more ok with at a con or a public RPG day. I typically just come at the game with a lot of enthusiasm, and I'm more likely to make house rules if everyone at the table agrees thats where the narrative should go
- I dial down the lethality until the last 30 minutes of the game and failed rolls/threats/devil's bargains/etc aren't as hard.
- I'm totally ok with railroading players if required by the 4 hour timeslot.
- I'm ok with taking the reigns and providing more narrative than a GM usually would in a fiction first game. Some people have a lot of difficulty getting out of the "GM runs the story of games" mindset and sometimes need to be pushed along for everyone to have a good time.
I never run the game til the clock runs out. As everyone's packing up and leaving, I'll mention where I flubbed the rules or how things would be different in campaign play.
Oh I like the idea of letting players know how you'd run it differently in campaign. As well as the dialing down how lethal the game is. Nothing like having your character die in the first hour. (Unless it's Ryan's horror game where he pre-warned the players their characters would probably die and they'd get a new character when that happened)
I played Quiet Year a couple months ago. Really cool.
An interesting perspective is playing in the store on a game day vs. a home game or convention game. I think it skews towards being more convention game, but there are aspects of running the game in a store for friends and strangers that can feel like a home game as well.
I know for convention games my prep tends towards more minimalist. Only the things I need. I count out the space in my box. Don't bring all the dice. I will tend to stick to the most common interpretation of the rules. How much time I spend depends on the conventions' time slot as well. Dragoncon does not build in time between slots, so you have to finish at least 15 minutes early if you can.
Regional Cons may also have different rules than the bigger conventions. I am going to MACE in November in NC for the first time. It will be interesting to see how that works.
So I've only done a couple. One was a children's gaming con where I ran 5e. I've also done stratigicon and run gurps for Steve Jackson have games. Both fun, but wildly different
Its funny because a lot of what I hate during campaign play, I'm more ok with at a con or a public RPG day. I typically just come at the game with a lot of enthusiasm, and I'm more likely to make house rules if everyone at the table agrees thats where the narrative should go
- I dial down the lethality until the last 30 minutes of the game and failed rolls/threats/devil's bargains/etc aren't as hard.
- I'm totally ok with railroading players if required by the 4 hour timeslot.
- I'm ok with taking the reigns and providing more narrative than a GM usually would in a fiction first game. Some people have a lot of difficulty getting out of the "GM runs the story of games" mindset and sometimes need to be pushed along for everyone to have a good time.
I never run the game til the clock runs out. As everyone's packing up and leaving, I'll mention where I flubbed the rules or how things would be different in campaign play.
Agree about the things that I dislike during homegames (like feeling railroaded) I'm totally ok with at a Convention game. I like the idea of mentioning any rule mix ups or how things might be different in a campaign!