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Suggestions on running Champions at a 'convention'


bluesguy

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I am going to run a Champions session at a local gaming store as part of the Envoy program. In fact this is the first time I have ever run/played at a gaming store and/or convention.  I have run Champions off and on forever :rockon:

 

Here are the limitations as I know them today:

  • Probably everyone who plays will be experiencing Hero for the first time
    • Bringing one or two 'ringers' from my group to help
    • Pre built Simple 'iconic/look-a-like' character concepts and character sheets
    • Flip chart or handouts with the 'steps' for combat
  • Time - 4 hours
    • 15 minutes to get everyone settled - pick out a character and explain the character sheets/concepts
    • 15 minutes to get the characters 'in place'

 

My current thinking is a simple 3 encounter adventure that takes place here in Minneapolis.

  • Armored truck robbery, with truck barreling at a high rate of speed in downtown.  Opportunity to rescue civilians who get in the way.  Find out it is a distraction.
  • Some organization is actually robing the Federal Bank (they have real $s) to fund their latest research/work.
    • Nice agent encounter
    • Maybe a minor supervillain
  • Find the base and deal with boss supervillain and maybe a lackey or two.

 

This gives opportunity for role playing, skills, and combat. 

 

Any other ideas?  An adventure that is already out there I could use?  Ideas on supervillains from the Enemies books?

 

Am I trying to cram too much into 4 hours?  My normal group probably could get thru that without to much trouble in four hours, unless they tried to create their own plot twists :winkgrin: .

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I run a lot of convention games; here's my two cents -

 

The first question to ask is: are you running a "game" or a "rules demo"? Either is fine, as long as they're advertised correctly, but trying to do both gets problematic. Most convention games are not meant to be rules demos - the goal is to have fun playing for 4 hours and maybe pick up the basics of a new system along the way, but folks aren't generally looking for an in-depth rules tutorial. So I simplify everything as much as possible and ditch anything that's going to slow down the story.

 

OTOH, if the game store has advertised it as "Learn How To Play" you might want to focus more on teaching the mechanics. I feel like it's easier to start out simple, and if someone wants to know more about the mechanics you can always go into more depth, rather than starting out too "crunchy" and risking losing people right off the bat.

 

I definitely recommend using a simplified character sheet format that's focused on playability and leaves off most of the chargen math.

 

As for "Simple 'iconic/look-a-like' character concepts" - a lot of con/demo game GMs recommend using very archetypal characters and that can be fun, but I feel like you risk giving everyone a Generic Superhero Roleplaying Experience. Personally I tend to go the other route with creative and original character concepts that show off what makes Champions unique.

 

You want to avoid complicated character builds, obviously, but don't go too far in the other direction either. Don't be afraid to show off a little of the variety of cool things you can build with Hero - just limit yourself to no more than One Cool Trick per character.

 

(If you know you're going to have a ringer or two, you can give one of them the character with the VPP and let them make up powers on the fly. I've even done that successfully with new/intermediate players, and let them just describe the effect they want while I build the power in my head. Use with caution, obviously.)

 

One mistake I made when I first started running convention games was I got so focused on the character builds that I forgot to give them much in the way of personalities. Again, keep it simple but throw in a few decent roleplaying hooks for the players to gran onto.

 

Definitely have everyone's Speed & Dex charted out ahead of time so you don't have to play the "Who goes on Phase 4?" Q&A every Phase. My description of the Turn Sequence is very simple: "A Turn = 12 one-second Phases; which Phase you go on is written next to your Speed; within each Phase we go in DEX order; I have all that written down up here, so I'll call on you when it's you're up." That's really about all they need to know. I also try to give players a "you're up next" warnging so they can start thinking of their next move.

 

I've tried giving people handouts of all the Combat Maneuvers and such, but I've found it just bogs things down. So now I just say "If you want to do something cool, just describe it to me and I'll explain how that works." Then when a creative player wants to skip his throwing disk around the corner to knock the guy's gun out of his hand, you can just quickly explain: "Great, that's a Ranged Disarm, and you're bouncing your shot so that's -1 OCV for the bounce and -2 for the Disarm, but he definitely didn't see that coming so I'll give you a +1 for Surprise - roll it!" If you're bringing in a few ringers, encourage them to get a little creative like this to put the newbies in the right mindset, but don't overdo it - you don't want to give them impression that success depends on mastery of 20 different types of combat maneuvers and modifiers.

 

In my experience, three combats is probably too much to fit into 4 hours, especially with a table full of newbies. I normally go with an opening (relatively easy) fight, followed by an investigation/roleplaying act, leading into a Big Climactic Final Fight.

 

One logistical note: a lot of GMs use table tents with the characters' names on them so everyone can remember who's who. A few years ago, I switched to passing aorund those adhesive "Hi, My Name Is..." badges and Sharpies and letting players write in their character's names. One less thing cluttering up the table.

 

Oh, and bring a spare set of dice - someone will have forgotten theirs, or else only have a couple of d6s...

 

Have fun!

 

Edit: wow, that came in longer than I meant it to! Hope some of it is helpful.

Edited by bigdamnhero
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  Assuming your players are all new to hero

 

1.) Keep the Speed of the pregens at the lower end. it makes the player's phase come up that much quicker.

 

2.) I might plan for two combats and have the third ready if you should need it.

 

 Good luck, stay loose and have fun

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Regarding the non-combat stuff --

 

1)  Make sure the investigative parts are geared to the skills of the characters, and allow more than one way to get to the finish line.  (Example: the heroes can learn about the base location through Interrogation of or Conversation with a captured agent from the first encounter; letting a captured agent go and Shadowing him; using Bureaucratics at City Hall to find out where recent large-scale construction has been done in and around the city; etc.)

 

2)  Give your NPCs flavor.  The little old lady the heroes save in the first encounter who shows up later on to give the boys fresh-baked cookies "because they're so skinny" and tries to hook one of the heroines up with her grandson.  The armored car guard who was so spooked he fumbled his gun, but then later claims to reporters that he almost single-handedly stopped the robbers "with a little help from the capes."  The best games I've been in had memorable casts of extras.  Don't overdo it, but a handful sprinkled in can work wonders.

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Regarding the non-combat stuff --

 

1)  Make sure the investigative parts are geared to the skills of the characters, and allow more than one way to get to the finish line.  (Example: the heroes can learn about the base location through Interrogation of or Conversation with a captured agent from the first encounter; letting a captured agent go and Shadowing him; using Bureaucratics at City Hall to find out where recent large-scale construction has been done in and around the city; etc.)

 

1a)  Also, make sure each character has at least one skill, talent, perk, or power to help in this endeavor.  There is little that's more irritating to a player than to have to cool your heels for a good chunk of time because your character has nothing he/she can contribute.

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as a former comic book con employee I can say this

 1 get permission first

2 make sure the game is accessable to all

3 keep  it simple

 

Envoy set it up with the Comic Book/Gaming Store.  So I am 'invited' (actually I volunteered).

 

What do you mean by "accessible to all"?

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I would also recommend playtesting the adventure before running it at convention. Having a set of PC's run though an adventure will show you some places where the adventure has weaknesses. Also, it allows you run the combats once. Which can also showcase issues with Villain builds (and PC pregen builds). Also, knowing what tactics a group will take and what tactics work well for the Villains can help make the combats more fun when you run them at convention

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I would also recommend playtesting the adventure before running it at convention. Having a set of PC's run though an adventure will show you some places where the adventure has weaknesses. Also, it allows you run the combats once. Which can also showcase issues with Villain builds (and PC pregen builds). Also, knowing what tactics a group will take and what tactics work well for the Villains can help make the combats more fun when you run them at convention

 

I very strongly second this advice.  It's saved me a couple times running con games.  It also would likely have saved a few con scenario I've been a player in.

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It depends on how competent you are with the rules. I am so familiar with the characters that I use, because my players run them, that I can be pretty sure, with the exception of raucously bad die rolls, how things are going to go. It's reached the point where the convention scenarios become playtests for the group at home occasionally. And I'm cool with that.

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  • 2 weeks later...

So we play tested the characters and scenario.  All the PCs have a strong Minnesota flavor, which my regular gaming group loved.  We created enough superheroes so that even if 6 people show up to play there will two characters left over and not part of the scenario.  My gaming group also liked that I always use locations in the state of MN to setup the story. 

 

Started the scenario with a background on the characters and their backstories.  With the characters my group picked there were some natural situations where PCs would have run into each other before the scenario starts.  The heroes are not part of a formal group.  They know about each other but only a few have actually meet each other.

 

Had some initial role playing and 'heroics'.  Then I introduced the first few minions and combat started.  Basically there was a slow build up of minions until the two supervillains showed and started getting into the fight.  It was a tough fight but once the players figured out - "Oh you should attack that one, and I will attack this one." then the fight ended pretty quickly.

 

Afterwards we analyzed the adventure and superheroes.  Every superhero got tweaked and modified - mostly moving up character's movement and in one case the characters SPD.

 

We also decided it would be good to provide players with some suggested tactical options for the characters.  For instance there is a 'miniaturized power armored character', with no range attacks - he has to get in close to 'sting' his opponent.  Some people might think - Oh its a miniature Iron Man.  And if they just fly in to the main bad guy - they will get put down and probably out for the game - not good.  So letting them know fly around and 'sneak up' on your opponent would be a good idea.

 

On Sat. we will find out how this all goes.  Two of my players are coming along to help 'manage and consult' with the players, unless we are seriously short of players.

 

Thank you all again.

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I look forward to hearing how your session goes!  Enjoy!

I'll second this, as I'm considering trying to work up a scenario to run at a local convention here in Cleveland.  Sadly, I don't think I have anyone I can draw on that's familiar with the system, but that's why I'm definitely thinking along the K.I.S.S. route.  I'm not sure if I'll actually try it though, as I love the system and have been playing it for long enough that I'm not sure I wouldn't start bringing in too much. :D

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My formula, which I keep refining, is to do the following.

 

1) I have twice the number of pregens as slotted players.  Half the pregens have unique gaming write ups that functionally might be fun to play but might never do in their own campaign(a multi-power with variable slots, EB with variable advantage, etc.) and half which are very easy to run (simple flying brick, simple martial artist with maybe two levels, etc.)

2) Every pregen character has about 10-25 points unaccounted for.  Players are able to spend those 25 points so long as it doesn't affect combat standing (basically skills, languages, most talents, etc.)

3) I allow players to bring in their own characters.  Only 25% of the players usually take me up on it.

4) I don't have a set plot.  Instead, I place a situation and let the players do whatever they want.  I create most of the likely combat villains and any I don't have, I generally whip up something in my head.

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Well today is the day.

 

A friend in our regular gaming group and worked to create some very simple and effective and colorful character sheets.  He has also selected out a bunch of Heroclix miniatures for the characters.  I have created some simple combat sheets for the villains (decided to run old school and leave my laptop and HCM at home).  I have also created a SPD chart poster to stick up on the wall and use sticky notes.

 

My son and friend are coming with me to help setup and either play a character to fill out a group or just help with coach the players and help out the GM :snicker: ...

 

I will post an update afterwards with the results.

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Plot outline:

  • All the superheroes were built with a Minnesota theme.  The four heroes picked were - Paul Bunyan (played by a newbie ~12 years old), Slapshot (mutant with ice powers, played by newbie's dad and also a newbie), Taconite (Steel brick, played by a member of our gaming group), and Mosquito (miniaturized power armor dude, played by my son)
  • Stolen right out of Villainy Amok - alien invasion is always good for a superhero game
  • Paul Bunyan and Taconite know each other because they both live in Northern MN and have done some rescues together.  The others are 'known' superheroes but no one has meet them yet.
  • Paul Bunyan is at his cabin when he notices the radio goes out and he sees a green streak across the sky.  He decides to follow in his blue pickup truck called 'Babe'
  • Everyone else is at a local casino when they notice radios/TVs go out.  Some of them go outside and see the green streak.
  • When they get to the 'crash site' (they don't know that yet), they find the local fire dept putting out a fire because there is an oil refinery nearby (I picked an actual MN village that has an oil refinery).  That gave everyone a chance to be heroic to put out the fire or build a fire break.
  • Upon investigating the crash site they are jumped aliens (minions).  Some fun fighting goes on, then two big bad guys show up - stolen from the Book of the Empress - Tange and Warchild.  I toned Tange down a bit but left Warchild alone.

Tough fight but they came out ahead and had a grand time.

 

I'll post photos later

 

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Here are some photographs:
 
post-22260-0-16433700-1462245871_thumb.jpg
 
Brought a bunch of 'tree' versions of Hero Material.  A sharp eye will notice that there isn't a Champions book on the table.  That is because that is a PDF.
 
The following photos just show folks 'milling' around between game sessions.
 
post-22260-0-99863900-1462245877_thumb.jpg
post-22260-0-81660800-1462245884_thumb.jpg
 
My friend noticed that 90% of what was going on when we first set up was some form of a card game (Magic and the like)
 
Here are 'three action shots' from the combat.  Big tall figure in the middle of the table is Paul Bunyan.  Near that character is Taconite (using a Grey Hulk figure).  The aliens (minions) are all from a Halo 'monster paper cutout set' I found.  Landscape is all from Fat Dragon kits.
 
post-22260-0-30703400-1462245892_thumb.jpg
 
Targe standing on top of the back of the ship, throwing his discs at our heroes.  Also the figure on the right, green, next to a tree standing on top of a 'pizza stand' is Mosquito.  As can also be seen a number of the aliens are down after having be downrange of flying tree trunks...
 
post-22260-0-96328900-1462245898_thumb.jpg
 
Side photo... The white figure behind Taconite (Grey Hulk) is Slapshot. 
post-22260-0-33187000-1462245906_thumb.jpg

 

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Looks like it went well :)  I think the more figures and stuff you have the more people really enjoy it lately, and it helps attract people.

Quite a few people came by after we were about 1/2 done to ask what we were playing.

 

Our gaming group likes having the stuff on the board.  Plenty of folks like using the environment to help inform tactical decisions in combat.

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