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Spence
Dec 19th, '06, 01:04 PM
I have a general question. It has been a while since I ran anything at a con. And then I wasn't under a time constraint (yes it was a while ago). Not to mention all of the previous “official games” were set piece fantasy games. I am planning on running a Champs game in Feb using either the Teen Titans or an analog. But I have hit a snag, I will be running within a 4 hour time block that must include everything from “how to play” to the actual game. I have the basic scenario finished but need to tweek it and the PC’s.

What I need help on is a basic feel of content length. Have you found that supers games tend to run longer or shorter a con setting? I plan on pre-running it at my local game store this month and Jan, but I still wanted to try and get as close to “good” as I can, pre-trial.

Plus any "lessons learned" from the con veterans out there would be greatly appreciated.

mvoncannon
Dec 20th, '06, 07:24 AM
What I need help on is a basic feel of content length. Have you found that supers games tend to run longer or shorter a con setting? I plan on pre-running it at my local game store this month and Jan, but I still wanted to try and get as close to “good” as I can, pre-trial.

Plus any "lessons learned" from the con veterans out there would be greatly appreciated.

I find they typically run longer, due to interruptions. Outline your plot and keep it simple. Check DH: Adventures (http://www.herogames.com/forums/showthread.php?t=24556). Most of them are well done and come with pregens.

Your idea of timing it before hand is good. Another thing is to keep the players focused. Hard at a con.

Good luck.

Karmakaze
Dec 20th, '06, 08:19 AM
Try these threads of the past too:

Characteristics of a Con Game?:
http://www.herogames.com/forums/showthread.php?t=40354

What makes a Good One Shot / Con Adventure?
http://www.herogames.com/forums/showthread.php?t=47129

Spence
Dec 20th, '06, 08:36 AM
The plot is a simple as you can get ;)

And I have always used an "event" outline. More like a flow chart with "possibilities" and "choke points" containing "events that must happen". For this case it is a very very very short one with very very little on it.

The adventure is a basic supers one ala Teen Titans in three basic steps.

The Setup – who they are (how to play) yadda yadda yadda
The Revelation – what happened leading to what are you going to do about it?
The Confrontation – The old fashioned kicking of the villains a$$’s.

bigdamnhero
Dec 20th, '06, 12:54 PM
Karmakaze beat me to it with the links. :)

FWIW, I've found that most people seem to learn the system better by doing it than by hearing about it. The first couple con games I ran, I spent 30-45 minutes trying to teach how to play; but when we got to the first combat I still had to walk everyone through it. So now I just do a quick overview of the character sheet and explain generally what dice people need to roll, then go around the table and ask each player individually if they understand their character's powers, etc. And the first phase or two of combat go about as quickly as they did when I'd spent time teaching the system ahead of time. YMMV.

As for judging plot length: I break my plot down into 4 Acts, expecting each act will take an hour or less. That way, if we reach the halfway point on the clock and we're still in the middle of Act II, it's time to push people along a little. "In the interest of time..." is my standard phrase in such situations, and most gamers seem to be okay with it.

CorPse
Dec 20th, '06, 08:56 PM
All the above is great advice. I've found that you have time for one all out battle per four hour slot and that's it. (At least when you are talking about supers.) Other genres I'm not so sure.

And, you never know quite what you're going to get with players. A couple of hardcore people help immensely, as they can help out the beginners. But, you know, do your best and try not to obsess about minor rules. Nothing is more important than keeping the game moving...

cP

bigdamnhero
Dec 21st, '06, 05:18 AM
Nothing is more important than keeping the game moving...
The Golden Rule of con games. Repped for truth.

Spence
Dec 21st, '06, 09:17 AM
I try to have everything prepackaged and SIMPLE to read for the players. The character sheet they see will have "just the end items". My copy of their character sheet will have all the details and game stats. For example:

Player = Xd6 Lightning Bolt, 15".

My sheet = Xd6 EB (Lightning Bolt) AP, OIF, 15".

The new player could care less if the Lightning Bolt is a EB or a RKA, Armor piercing or not. He just wants to blast the target and do damage. All of the annotations can be intimidating to a new player. So I just hide them away until the player gets interested enough to learn the game and make their own PC's.

CorPse
Dec 23rd, '06, 04:20 AM
Sounds like you are about as ready as you can get!

PS thanx BDH...

cP