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  1. Administrator
     
    Hi and welcome back to Narrative Control. This episode continues our discussion on running games at conventions. This episode is about how to get the game started quickly and get the players into the action.

    Hosts: Sean Nittner and Justin Evans

    Length: 24:36

    Show Notes

    [00:26] Introduction to the Show: Hitting the ground running
    [00:56] Canon Puncture Promo, er maybe Atomic Ray Podcast Promo
    [01:46] Part II of running con games. How to get the game rolling quickly.
    [02:46] Starting games with a bang. Showcase each character’s ability.
    System
    [03:45] Teaching the mechanics to the players.
    [04:41] Start by making sure you’re players are equipped with everything they need.
    [05:21] Provide a quick summary of relevant rules.
    [07:25] Teach rules as needed.
    [08:27] Focus on the mechanics that you are going to be using for this game
    [09:15] Providing “half-baked” characters.
    Setting
    [09:50] See what you can trim from the system and setting to make it manageable.
    [11:48] Setting exposition in game.
    [12:02] Focusing on one portion of a setting.
    Characters
    [12:20] Give each character an agenda.
    [13:50] Some systems provide these: Burning Wheel, SotC, etc
    [14:05] How to provide direction if the system doesn’t have a mechanic for it.
    [16:09] Creating interconnections between player characters
    Pacing
    [16:39] You know what sucks?
    [17:41] Woops… should have been in the last episode. Playtest your games.
    [18:44] Watch the clock and jump to endgame when it time is short.
    [19:54] Short circuit the end conflict if necessary
    [20:23] Making sure all the players have had the spotlight.
    [20:41] Factoring in cleaning up after the game.
    Closing
    [22:11] Summary and request for feedback
    [22:25] Make sure you know the game mechanics well yourself.

    Direct download: NC_Episode_018.mp3
  2. Member
    • CommentAuthorDMK
    • CommentTimeJan 26th 2009
     
    Great pair of shows (17 and 18) and I'm sure that you'll have plenty of material from responses with your audience and from going through some conventions this year to produce a series of convention-based topics! And thank you for mentioning playtesting as part of game prep.

    Regarding this episode in particular, as a newbie to Wushu, I'd like to know if Sean would be able to share what he put together for his Wushu games via Quick Reference Sheets? I have a packet of player info ready for the convention game that I can't wait to run. However, I want to see if there's any way to further simplify some important themes or rules for newbies to either/both the setting and system. I'd be more than happy to email a PDF of what I have so far for feedback too if desired -- thanks for the advice on Traits for Shadowrun in Wushu that I'm calling Sprawlshu. I do intend to teach needed rules and such during the game (it's intended to be open to newbies).

    Thanks again for the excellent podcasts!
    -David-

    PS I am looking forward to an episode on Character Sheets. I know that Fred Hicks believes that character sheets are love letters to the GM. What's your take on them, guys?
  3. Member
    • CommentAuthorrlamond
    • CommentTimeJan 26th 2009 edited
     
    "It's ridiculous how little your story matters unless the players have seen it."

    Pure freakin' gold. This was a great episode but that line had a particular impact as I was listening. I paused to repeat that sentence over in my head a couple of times. I have seen a lot of GMs try to divert character actions towards a certain end because the "story" is that way, but in reality the story should follow the players.

    Very cool.
  4. Administrator
     
    David,

    Glad you like the shows. There was so much we wanted to say about con games, I was really exited to release these episodes. I'm stoked that they were useful.

    Posted By: DMKI'd like to know if Sean would be able to share what he put together for his Wushu games via Quick Reference Sheets?


    Sure thing. I've got my Matrix and my Generic Wushu rules. Shoot me an email (narrativecontrol@gmail.com) and I'll send them too you. I'd be totally happy to look at what you've written as well and see what feedback I can provide.

    Posted By: DMKPS I am looking forward to an episode on Character Sheets. I know that Fred Hicks believes that character sheets are love letters to the GM. What's your take on them, guys?


    Yep, that is one I want to do as well. Until episode 17 we didn't really realize how much we wanted to say about Character Sheets. I'm sure Justin and I will put our heads together on that one and release something on character sheets.
  5. Administrator
     
    Hey Robin,

    Thank you, it's a statement that really resonates with me as well, I think for the same reasons. Many GMs forget that the players much more important than the story they've concocted and force the players to explore it one way or another (hell, I know I've done it a dozen times). Running games at cons, when you know you can't just pick up where you left off last time really makes you focus on what is important and (hopefully) jettison anything that will get in the way of those important elements coming out.
  6. Member
    • CommentAuthorEmmanuel
    • CommentTimeJan 28th 2009
     
    hey ! nice pair of shows.

    just to mention that I mostly have terrible experience of convention games. I'm mostly GM in my weekly sessions so I'm just a regular player in Con' and I've witnessed too many crap games.

    The most common mistake I've seen is the too long combat intro.

    For example in a SW Saga Ed. game we spent the 90 min to fight our way through an asteroid field (and pirate ships) that was between us and our target (some missing official kidnapped on some planet). 90 min without any tension or suspense. We KNEW we would make it to the surface. Otherwise the session was over (no time to play an emergency crash and the survivalist-travel to our destination). In result, our opponents were underskilled, underarmed and understaffed. I almost fell asleep (while botching most of my rolls, which kept this pain-in-the-ass moment too long)

    bad bad mistake. I'm still waiting for the BANG !

    As a result, we had to finish the so-called scenario (in fact just encounters for SW-Mini) without making it to the final Big Boss.
  7. Administrator
     
    Posted By: Emmanueljust to mention that I mostly have terrible experience of convention games.
    Ugg... this hurts. And I've heard it too many times. Frankly, it's the reason that I avoid playing Dungeons and Dragons at cons, I'm afraid they will feel like episode 74 of the DMs home game. No sense of beginning, middle and end and no attention paid to player buy in.

    It sounds like, however, that the GM of your Star Wars game had a good idea, just poor execution. A 15 minute version of the same thing, where the consequence for failure was that the pirate ships did in fact capture your ship, boarded it and jettisoned you guys planet site in escape pods, would have made the fight a lot more dire. Especially if it also meant you were racing to catch up with the kidnapped official was going to be taken off planet soon.

    Ahh... my mind ponders... But the point was I'm sorry to hear your con experiences have been bad. The solution (which is probably not the one you want to hear). Go back to that con and run some good games. I know it's not exactly what you're hoping for but often it’s the only way to improve the quality of the convention.
  8. Member
    • CommentAuthorforlorn1
    • CommentTimeFeb 5th 2009
     
    Having played in a few bad con games, and unfortunately having run one or two that totally spiraled in, I'd be interested in a show or just some ideas about how to avoid running a bad game/give good feedback, or work with troublesome players.

    Its not what I want to spend my energy on in running a con game, but troublesome players do show up from time to time. The passive ones (reading the latest Harry Potter a the table instead of playing) are easier to not spend too much energy on, but the folks who actively work against the table fun are huge energy sinks.

    My largest failing to date was a Mortal Coil game (which a big part of the fun of is playing in the magic system) where a player wanted every magical act to have a corrupting influence (and thus not be fun). I didn't realize quite what he wanted at first, so didn't reel him in enough, and the whole game suffered for it. I felt so totally drained after the slot, having spent all my energy working to move the game along, but fighting him all the way.

    Don't want to spend tons of energy on the negative, when so much Con play is great, but any lessons learned the hard way you could pass on would be greatly appreciated.
  9. Administrator
     
    Ugg, sorry to hear you had so much cognitive dissonance (... waiting for the snarky comment from Justin on that one) in your MC game. Player buy in is huge in any game, but especially so when they have so much control over the narrative.

    In our current PTA game we specifically opted for a "Clerks meets The Office" game because I knew my players just wanted to jerk around the entire time and this way they aren't "breaking" anything when they do so. This is a game we play during the lunch hour and we're usually venting off our frustrations from the day, so it's totally fine when it goes all over the place.

    In a more serious game, however, I find myself really frustrated with a player who is constantly pushing the constraints of the game. The first time I ran DitV I had a player who said "I don't believe in the Faith" and it broke my brain. I spent the entire session trying to make the game work, when it frankly doesn't. "I have a crisis of faith" is fine, but "I don't believe" means you're not a Dog, means you’re not playing this game. And that is what it all comes down to, are we playing the same game?

    In your example, I can see how a rule of magic being "magic corrupts" could be really fun. I'm thinking of how in the comic Spawn, every time he used his powers he got closer to going back to hell. Or something more insidious, like the episode Nth Degree of Star Trek (Next Generation) when Barkley becomes so intelligent that nobody else can comprehend him and he can no longer empathize with the crew. He took something that at first everyone thought was great and ended up scaring the hell out of every one. That said, if the one player was playing Spawn, and the rest of you were playing Dresden, you weren't on the same page, and that is a total bummer.

    As for upcoming episodes on this, we're going to be doing one soon on "coaching players" and I'll make a note to include our tactics for working with troublesome players at con games, which is a slightly different beast than working with troublesome players who are also your friends. :)